I was trying to fix some errors with the FE Gun Kit, and I couldn’t fix this one, does anyone have any ideas to fix this?
Code:
if CommonVariables.ActuallyEquipped and CommonVariables.CanCancelReload then
print(CurrentVMAnimTable.VMReloadAnim)
if CurrentAnimTable.TacticalReloadAnim and CurrentAnimTable.TacticalReloadAnim.IsPlaying then
CurrentAnimTable.TacticalReloadAnim:Stop()
CommonVariables.Reloading = false
else return
end
if CurrentVMAnimTable.VMTacticalReloadAnim and CurrentAnimTable.VMTacticalReloadAnim.IsPlaying then
CurrentVMAnimTable.VMTacticalReloadAnim:Stop()
CommonVariables.Reloading = false
else return
end
if HandleToFire[CurrentFireMode].TacticalReloadSound.Playing then
HandleToFire[CurrentFireMode].TacticalReloadSound:Stop()
CommonVariables.Reloading = false
else return
end
if CurrentAnimTable.ReloadAnim and CurrentAnimTable.ReloadAnim.IsPlaying then
CurrentAnimTable.ReloadAnim:Stop()
CommonVariables.Reloading = false
else return
end
if CurrentVMAnimTable.VMReloadAnim and CurrentAnimTable.VMReloadAnim.IsPlaying then
CurrentVMAnimTable.VMReloadAnim:Stop()
CommonVariables.Reloading = false
else return
end
if HandleToFire[CurrentFireMode].ReloadSound.Playing then
HandleToFire[CurrentFireMode].ReloadSound:Stop()
CommonVariables.Reloading = false
else return
end
end
break
Error:
Workspace.RealMysticall.HK416A5.GunClient:1515: attempt to index nil with 'IsPlaying'```
attempt to index nil with IsPlaying probably means that the table value you called the method on is nil. You will have show us more code to give us more context on what all of these variables are set to or you could debug yourself with prints.
The error message suggests that there is an attempt to index a variable with the value of nil using the key 'IsPlaying' . In the provided code snippet, there are multiple potential locations where this error can occur. To fix this, you need to ensure that the variables being accessed are not nil before trying to access their properties or methods.
if CommonVariables.ActuallyEquipped and CommonVariables.CanCancelReload then
print(CurrentVMAnimTable.VMReloadAnim)
if CurrentAnimTable.TacticalReloadAnim and CurrentAnimTable.TacticalReloadAnim:IsPlaying() then
CurrentAnimTable.TacticalReloadAnim:Stop()
CommonVariables.Reloading = false
elseif CurrentAnimTable.TacticalReloadAnim then
return
end
if CurrentVMAnimTable.VMTacticalReloadAnim and CurrentVMAnimTable.VMTacticalReloadAnim:IsPlaying() then
CurrentVMAnimTable.VMTacticalReloadAnim:Stop()
CommonVariables.Reloading = false
elseif CurrentVMAnimTable.VMTacticalReloadAnim then
return
end
if HandleToFire[CurrentFireMode].TacticalReloadSound and HandleToFire[CurrentFireMode].TacticalReloadSound.Playing then
HandleToFire[CurrentFireMode].TacticalReloadSound:Stop()
CommonVariables.Reloading = false
elseif HandleToFire[CurrentFireMode].TacticalReloadSound then
return
end
if CurrentAnimTable.ReloadAnim and CurrentAnimTable.ReloadAnim:IsPlaying() then
CurrentAnimTable.ReloadAnim:Stop()
CommonVariables.Reloading = false
elseif CurrentAnimTable.ReloadAnim then
return
end
if CurrentVMAnimTable.VMReloadAnim and CurrentVMAnimTable.VMReloadAnim:IsPlaying() then
CurrentVMAnimTable.VMReloadAnim:Stop()
CommonVariables.Reloading = false
elseif CurrentVMAnimTable.VMReloadAnim then
return
end
if HandleToFire[CurrentFireMode].ReloadSound and HandleToFire[CurrentFireMode].ReloadSound.Playing then
HandleToFire[CurrentFireMode].ReloadSound:Stop()
CommonVariables.Reloading = false
elseif HandleToFire[CurrentFireMode].ReloadSound then
return
end
end