BoolValue not a member of player?

Hello! I am making a AFK System to have a overhead AFK text over, and It is based on a value inside the player, a boolvalue called AFK to be exact. And the system itself works but it errors like 2 times in the output with AFK is not a valid member of Player "Players.DaffyDavinko" - Client - AFK:32 and also the script is in StarterPlayerScripts.Please reply if you know what should I try and do! (some of the script I’ve found in another post and re-used and edited to make it work with my system)

-- >> Services << --
local UserInputService = game:GetService("UserInputService")
local RunService	   = game:GetService("RunService")
local Players 		   = game:GetService("Players")

-- >> Variables << --
local LocalPlayer 	   = Players.LocalPlayer
local Idle 			   = false
local Time  		   = 0

-- >> Events << --
	Idle = true
	while wait(1) do
		Time += 1
		if not Time then
		if Time >= 240 then
			LocalPlayer:FindFirstChild("AFK").Value = true

	Idle = false

	if game.Players.LocalPlayer.AFK.Value == true then
		game.Players.LocalPlayer.Character.Head.Rank.AFK.Visible = true
	elseif game.Players.LocalPlayer.AFK.Value == false then
		game.Players.LocalPlayer.Character.Head.Rank.AFK.Visible = false

You should use if LocalPlayer:FindFirstChild(“AFK”) then to see if the instance exists before trying to get the value.

A more efficient way is to wait for the child and wait for the value to change LocalPlayer:WaitForChild(“AFK”):GetPropertyChangedSignal(“Value”):Connect(function()

(Replied to wrong person)

It only appears at this line, according to the error line you have provided. Have you made sure this is the correct path? Also, make sure to add code that prevents the script from running until all the nessesary variables are loaded. This can be done with :WaitForChild().

:WaitForChild() isn’t good for heartbeat loops as it can add up if the instance doesn’t exist for a long time

I meant code like:

repeat wait(1) until game.Players.LocalPlayer.Character.Head.Rank.AFK

Placed just before the heartbeat event code. (This is another way of doing :WaitForChild(), just without a timeout, IIRC)

If you wanted to place it before the heartbeat loop, you could still do LocalPlayer.Character:WaitForChild(“Head”):WaitForChild(“Rank”):WaitForChild(“AFK”), but yeah thats one way

1 Like

Honestly repeat wait() until is better if you’re waiting for multiple things since it does it all in one go without any hassle. Once that code is done, you can assign other variables as the parents/ancestors of the lowest descendant without needing to use :WaitForChild().

WaitForChild only checks if the instance has been added when .ChildAdded is fired but yeah, just preference

You would still need to do repeat wait() until game.Players.LocalPlayer.Character:FindFirstChild(“Head”):FindFirstChild(“Rank”):FindFirstChild(“AFK”) or it would error

I recommend just using :WaitForChild() as it is more efficient and is basically the same length as typing :FindFirstChild()

local AFK = LocalPlayer:WaitForChild("AFK")

	local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
	Character:WaitForChild("Head"):WaitForChild("Rank"):WaitForChild("AFK").Visible = AFK.Value

If you would want the UI to appear for other clients, I recommend using a RemoteEvent and let the server toggle the UI.


You didnt made it well you must say:


yes putting anything in the starter player script will be in the starterScript in the player’s children

Since the error only popped up twice in a heartbeat loop. My best guess is that the AFK value is in the Player instance but the AFK value hadn’t been created and parented for the first two frames

its already been created
and also There is mistake in the script thats why instead of

it must be as i said above

The AFK instance had not already been created because it errored twice in a heartbeat loop. Since it only errored twice in a heartbeat loop, it is best to assume that it was available after the two frames. It is impossible to stop the testing in 3 frames (50 milliseconds or 0.05 seconds).

The AFK value is created by another system.

maybe he can put a wait(3) or if (not game:IsLoaded()) then game.Loaded:Wait() end