I have two weapons I've made & scripted using the same fashion for both. One works completely fine (M1911) & the other (Ak-47) doesn't work at all. Now I know its because of this one error that keeps popping up, "Handle is not a valid member of tool"? I have a handle inside of my tool exactly like my M1911 which works just fine. Now note my Ak did work at one point before I tried adding sound effects for, equip, reload, magazine in, & empty clip effects. Also note that I added the same effects with different audio for the M1911. The script below is my main code and mind you im getting an error for the handle under my variables where I define handle.
-- Variables
local tool = script.Parent.Parent
local hole = tool.barrel
local handle = tool.Handle
local canShoot = true
local config = tool.Config
local ammo = config.Ammo
local maxammo = config.MaxAmmo
local dmg = config.Damage
local allowtrace = config.AllowTracing
local clips = config.Clips
local range = config.Range
local plr = game:GetService("Players").LocalPlayer
local cooldown = config.CoolDown
local mouse = game.Players.LocalPlayer:GetMouse()
local reloadtime = config.ReloadTime
local isReloading = false
--//Sounds
local reload = tool.Handle.reloadAK
local fire = tool.Handle.akfire
local equip = tool.Handle.EquipSound
local empty = tool.Handle.emptyclip
local magin = tool.Handle.Magazinein
-- Events
tool.Equipped:Connect(function(mouse)
equip:Play() -- Should play equip sound
tool.Activated:Connect(function()
if not isReloading then
if ammo.Value > 0 then
if canShoot then
--Play Sound
fire:Play() -- Should play Shooting Sound
-- Doesnt Allow Spam
canShoot = false
-- Ray Get, & Set
local ray = Ray.new(hole.CFrame.p, (mouse.hit.p - hole.CFrame.p) * range.Value)
local hit, position = workspace:FindPartOnRay(ray, plr.Character, false, true)
if allowtrace.Value == true then
-- Make part
local trace = Instance.new("Part", workspace)
trace.Material = Enum.Material.Plastic
trace.BrickColor = BrickColor.new("Really black")
trace.CanCollide = false
trace.Anchored = true
trace.Locked = true
trace.Transparency = 0.2
-- Show Direction
local distance = (hole.CFrame.p - position).magnitude
trace.Size = Vector3.new(0.22, 0.1, distance)
trace.CFrame = CFrame.new(hole.CFrame.p, position) * CFrame.new(0, 0, -distance/2)
-- Remove Debris
game:GetService("Debris"):AddItem(trace, 0.1)
end
-- Hit Detection
if hit then
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
-- Double Damage Headshots
if hit.Name == "Head" then
print("Headshot")
humanoid:TakeDamage(dmg.Value*2)
else
-- Regular Damage bodyshots
print("Bodyshot")
humanoid:TakeDamage(dmg.Value)
end
end
end
ammo.Value = ammo.Value - 1
wait(cooldown)
canShoot = true
end
else
-- out of ammo
empty:Play()
end
end
end)
-- Reload event
mouse.KeyDown:Connect(function(key)
key:lower()
if key == "r" then
if not isReloading then
if clips.Value > 0 then
reload:Play() -- Should Play Reload Sound
isReloading = true
ammo.Value = maxammo.Value
clips.Value = clips.Value - 1
wait(reloadtime.Value)
magin:Play() -- Should Play MagIn Sound
isReloading = false
end
end
end
end)
end)
Now ive gone through & placed notes where the sounds are called upon to play. Any other info to help me solve this I can also provide. Thanks for the help!
~GoodkidMad

7 comments
Can I see the models?
Maybe you are refrencing your tool wrong? Check if the tool is actually script.Parent.Parent
Sure where should I send the links too
& No thats the first thing I checked. Trust me for me to be asking on here i've gone through the complete checklist of what could have been wrong.
Try using WaitForChild() or like referencing the thing handle from script.Parent.Parent.Handle itself maybe? Not the best coder here btw.
send a link here
Sent on roblox to your messages the model