Checking Player Statements Be Ignored

Hello Developers,
I have a problem with Class.RemoteEvent:FireClient() method.

local function FindPlayerByCharacter(Character)
	for _, Player in ipairs(Players:GetPlayers()) do
		if Player.Character == Character then
			return Player
		end
	end
	return nil
end

HumanoidRootPart.Touched:Connect(function(Part)
	Player = FindPlayerByCharacter(Part.Parent)
	if Enabled then
		if FindPlayerByCharacter(Part.Parent) ~= nil and Part.Parent:FindFirstChild("Humanoid") and Part.Parent:FindFirstChild("Enemy") == nil and Part.Parent:FindFirstChild("ForceField") == nil and Part.Parent.Humanoid.Health > 0 then
			Enabled = false
			Player = Players:GetPlayerFromCharacter(Part.Parent)
			HumanoidRootPart.Anchored = true
			HumanoidRootPart.Ambience:Stop()
			Part.Parent.PrimaryPart.Anchored = true
			task.wait(0.1)
			JumpscareAnim:Play()
			Remotes.Jumpscare:FireClient(Player, HeadCamera)
			task.wait(0.675)
			CanMove = true
			HumanoidRootPart.Jumpscare:Play()
			JumpscareAnim:GetMarkerReachedSignal("JumpscareEnded"):Wait()
			CanMove = false
			task.wait(0.05)
			HumanoidRootPart.HitSound:Play()
			Part.Parent:BreakJoints()
			task.wait(1.5)
			HumanoidRootPart.Anchored = false
			HumanoidRootPart.Ambience:Play()
			Enabled = true
		end
	end
end)

This is the code where I have a problem with.
As you can see, it should ignore the code inside the statement if Part is not apart from player’s character. But, I’ve got an error as:

FireClient: player argument must be a Player object

Originally, I used Class.Players:GetPlayerFromCharacter() method. But, it also caused same problem and I don’t know what to do.

Any response would be appreciated. Thank you.

Fix:

Ensure that Player is valid before firing the event. You should check if Player is nil after calling FindPlayerByCharacter or GetPlayerFromCharacter, and then proceed to call FireClient only if Player is valid.

Here’s how you can adjust your code:

local function FindPlayerByCharacter(Character)
    for _, Player in ipairs(Players:GetPlayers()) do
        if Player.Character == Character then
            return Player
        end
    end
    return nil
end

HumanoidRootPart.Touched:Connect(function(Part)
    -- Ensure that Player is found and is not nil
    local Player = FindPlayerByCharacter(Part.Parent)
    if Player and Enabled then  -- Check if Player is valid
        -- Additional conditions
        if Part.Parent:FindFirstChild("Humanoid") and Part.Parent:FindFirstChild("Enemy") == nil and Part.Parent:FindFirstChild("ForceField") == nil and Part.Parent.Humanoid.Health > 0 then
            Enabled = false
            -- Make sure Player is valid before using it
            Player = Players:GetPlayerFromCharacter(Part.Parent)
            if Player then  -- Validate Player object here
                HumanoidRootPart.Anchored = true
                HumanoidRootPart.Ambience:Stop()
                Part.Parent.PrimaryPart.Anchored = true
                task.wait(0.1)
                JumpscareAnim:Play()
                Remotes.Jumpscare:FireClient(Player, HeadCamera)
                task.wait(0.675)
                CanMove = true
                HumanoidRootPart.Jumpscare:Play()
                JumpscareAnim:GetMarkerReachedSignal("JumpscareEnded"):Wait()
                CanMove = false
                task.wait(0.05)
                HumanoidRootPart.HitSound:Play()
                Part.Parent:BreakJoints()
                task.wait(1.5)
                HumanoidRootPart.Anchored = false
                HumanoidRootPart.Ambience:Play()
                Enabled = true
            end
        end
    end
end)

Additional Notes:

  • Make sure that the Part.Parent is indeed the player’s character or something that contains a valid Humanoid and Character object.
  • If Part.Parent is not always guaranteed to be a player character, this could still be a problem, so double-check that Part.Parent is always part of a player character before attempting to fire the event.
1 Like

Thank you for your response. But as you can see, it should be ignored in statement after checking enabled statement. And in additional, my codes work well usually, but it often causes error like that. I don’t know why is this happens.

1 Like
  1. Sometimes, the Touched event could fire for non-player objects (like parts or NPCs), or it could fire before the code has fully validated the player or character. In those cases, FindPlayerByCharacter(Part.Parent) could return nil, or the Player object may not be fully valid at the time when you call FireClient.

  2. Since Touched is a physical event, it can be a little unpredictable when exactly it triggers and whether the character is fully loaded or not, or whether a player is correctly associated with the character. So if Touched fires for an invalid or uninitialized character, it can cause the error.

Possible Fix:

Since your code works normally but sometimes gives this error, it could be due to a race condition or timing issue. One way to handle this is by adding a more thorough check to ensure that FireClient is only called with a valid Player.

Here’s a revised approach to improve the check:

local function FindPlayerByCharacter(Character)
    for _, Player in ipairs(Players:GetPlayers()) do
        if Player.Character == Character then
            return Player
        end
    end
    return nil
end

HumanoidRootPart.Touched:Connect(function(Part)
    -- Make sure we get a valid Player object before proceeding
    local Player = FindPlayerByCharacter(Part.Parent)
    
    -- Ensure that the part belongs to a player and that the enabled condition is true
    if Player and Enabled then
        -- Now proceed with the rest of the checks and logic
        if Part.Parent:FindFirstChild("Humanoid") and Part.Parent:FindFirstChild("Enemy") == nil 
           and Part.Parent:FindFirstChild("ForceField") == nil and Part.Parent.Humanoid.Health > 0 then
            Enabled = false
            
            -- Make sure Player is valid again before performing the action
            local Player = Players:GetPlayerFromCharacter(Part.Parent)
            
            if Player then
                -- Execute the actions only if the Player is valid
                HumanoidRootPart.Anchored = true
                HumanoidRootPart.Ambience:Stop()
                Part.Parent.PrimaryPart.Anchored = true
                task.wait(0.1)
                JumpscareAnim:Play()
                Remotes.Jumpscare:FireClient(Player, HeadCamera)  -- Ensure Player is valid here
                task.wait(0.675)
                CanMove = true
                HumanoidRootPart.Jumpscare:Play()
                JumpscareAnim:GetMarkerReachedSignal("JumpscareEnded"):Wait()
                CanMove = false
                task.wait(0.05)
                HumanoidRootPart.HitSound:Play()
                Part.Parent:BreakJoints()
                task.wait(1.5)
                HumanoidRootPart.Anchored = false
                HumanoidRootPart.Ambience:Play()
                Enabled = true
            end
        end
    end
end)

This should reduce the occurrence of the FireClient error, but if the problem persists, it might be worth checking for any other parts in the game that could trigger the Touched event unexpectedly or non-player objects that could be interacting with HumanoidRootPart.

1 Like

If so, isn’t there any solutions to prevent this fully? And also, do you think it’s network problem?

It seems like there’s no completely foolproof way to totally prevent this from happening due to how the Touched event works in Roblox. The best solution here is to improve the “filter” by adding extra checks before firing any client events, as it’ll reduce the chances of encountering errors.

You can ensure the event is only processed if it’s genuinely related to a player character, and by doing that, it should handle most of the unexpected cases. Adding debouncing or cooldowns can also help prevent multiple rapid triggers.

While it’s not a 100% guarantee to fully eliminate the issue, it will definitely improve the situation. Hope that helps!

1 Like

Can making some delays with Touched event would make it better?

1 Like

Yes, adding a delay (debouncing) to the Touched event can help reduce the chance of the error occurring, especially if the event is firing too quickly in rapid succession. The Touched event can sometimes trigger multiple times in a short amount of time, and by introducing a slight delay between triggers, you can prevent multiple redundant or invalid executions from happening.

1 Like

Thank you for kind and quick response. I appreciate it!

You’re very welcome! I’m glad I could help.

1 Like

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