Attempted to index nil with parent [Solved]

it doesnt say what the error is?

just stack begin/end.

did you change player.backpack to player:WaitForChild(“backpack”) aswell?

I’ll try that.

Here’s the whole error, sorry, the first part didn’t copy:

  20:17:07.813  Workspace.Model.Lemon.ProximityPrompt.GiveScript:6: attempt to index nil with 'Parent'  -  Server - GiveScript:6
  20:17:07.813  Stack Begin  -  Studio
  20:17:07.813  Script 'Workspace.Model.Lemon.ProximityPrompt.GiveScript', Line 6  -  Studio - GiveScript:6
  20:17:07.813  Stack End  -  Studio

any change you are in team create in one of the studio’s and the script isnt commited yet?

so it say the item you want to parent to the players backpack is nil, try printing the model

just do

warn(ItemClone)

It returned “nil” even though the server AND the client both see it in replicated storage.

Script doesn’t find tool in backpack
Similar post ^^^
Check it out : Their solution - I moved the script from StarterPlayerScripts to StarterGui and it is now working…
Also make sure the object was made in a server script because if it is on client the server won’t find it.

Archivable is activated? must be true if the object can be cloned.

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Huh… I see you’re using a proximity prompt in your error code. In this case, what is script.Parent? Is it a proximity prompt?

his script is inside a proximity promt in the workspace not the tool itself

script.Parent = player.Backpack

The script is inside the backpack? Edit: Also, what is the thing that is being triggered to activate this script?

I’m not holding the tool? What are you talking about?

the tool is inside replicated storage so the player cant equip the tool. since all tools comming from there are cloned and not the original

No. The script is not inside the backpack.

the trigger is a proximityPromt

Wait, so I have to set it to false for it to work?

Yeah, that’s what I thought. I think you might have to use ProximityPrompt service.

could be, but the weird thing is. it works in one studio but not in the other.

That’s the issue, the exact same script worked in a different game. Why would that be necessary?

Yeah, I don’t understand that part.