Players.spot64528.PlayerGui.SoftShutdown.Frame.LocalScript:38: attempt to call a nil value - Client - LocalScript:38
20:36:25.610 Stack Begin - Studio
20:36:25.611 Script ‘Players.spot64528.PlayerGui.SoftShutdown.Frame.LocalScript’, Line 38 - Studio - LocalScript:38
20:36:25.611 Stack End
Packing Controller:
local module = {}
local PackedAssets = {}
local is_success, error_message = pcall(function()
end)
--if is_success == true then print("Success!") end
function movetostore(ov)
local part = ov
part.Parent = game.ServerStorage
local is_success, error_message = pcall(function()
end)
table.insert(PackedAssets,{ov})
if is_success == true then
print("[Packing Controller] Success!")
else
print("[Packing Controller]",error_message)
end
end
return module
Local Script:
--[[ SERVICES ]]--
local is_success, error_message = pcall(function()
end)
local ReplicatedStorage = game.ReplicatedStorage
local TweenService = game:GetService("TweenService")
local StarterGui = game:GetService("StarterGui")
local Packing_Controller = require(ReplicatedStorage["Packing Controller"])
--[[ TWEENS/LOCALS ]]--
local LoadingImage = script.Parent.ImageLabel
local tweenInfo = TweenInfo.new(4, Enum.EasingStyle.Linear, Enum.EasingDirection.In, -1)
local tween = TweenService:Create(LoadingImage, tweenInfo, {Rotation=360})
tween:Play()
--[[ TOP BAR DISABLER ]]--
StarterGui:SetCore("TopbarEnabled",false)
StarterGui:SetCoreGuiEnabled("All",false)
--[[ TEXT CHANGER ]]--
while true do
script.Parent.TextLabel.Text = "Teleporting."
wait(0.5)
script.Parent.TextLabel.Text = "Teleporting.."
wait(0.5)
script.Parent.TextLabel.Text = "Teleporting..."
wait(0.5)
script.Parent.TextLabel.Text = "DeLoading Assets."
wait(0.5)
Packing_Controller:movetostore(game.Workspace.Baseplate)
script.Parent.TextLabel.Text = "DeLoading Assets.."
wait(0.5)
script.Parent.TextLabel.Text = "DeLoading Assets..."
wait(0.5)
end
local module = {}
local PackedAssets = {}
local is_success, error_message = pcall(function()
end)
--if is_success == true then print("Success!") end
function module:movetostore(ov)
local part = ov
part.Parent = game.ServerStorage
local is_success, error_message = pcall(function()
end)
table.insert(PackedAssets,{ov})
if is_success == true then
print("[Packing Controller] Success!")
else
print("[Packing Controller]",error_message)
end
end
return module
`function movetostore(ov)
local part = ov
part.Parent = game.ServerStorage
local is_success, error_message = pcall(function()
end)
table.insert(PackedAssets,{ov})
if is_success == true then
print("[Packing Controller] Success!")
else
print("[Packing Controller]",error_message)
end
function module.movetostore(ov)
local part = ov
part.Parent = game.ServerStorage
local is_success, error_message = pcall(function()
end)
table.insert(PackedAssets,{ov})
if is_success == true then
print("[Packing Controller] Success!")
else
print("[Packing Controller]",error_message)
end
end
I’m going to assume that in this instance the self object (the instance through which the method is called) isn’t required (as the implicit self parameter or often referred to as the self function variable is not referenced/used from within the function’s definition), so the dot operator should suffice (it’s also slightly more efficient to define a function in this way).