Hello, for example a cube has the name “pepe” and then with a script it is changed to “pepe2”, and I have deleted the part.
this in the same script, there is no way that if you make a mistake you go for the other ??
The Proper Method
If you rely on a function that stops errors from breaking your code then you probably have an issue directly with how your code is laid out. I suggest you try to find a better way to do this than using an error-handling function as it does not seem appropriate for a case like this.
One way you can try fixing your script is to see if
pepe exists, and if it does then destroy it.
local pepe = game.Workspace.Camera:FindFirstChild("pepe")
if (pepe) then
--// then do the same thing for pepe2. However you might want to make a function for this to "reduce" the code
Alternatively if you do not need anything inside
Camera then you can try clearing all of it’s children.
The Error Handling Method
Still don’t want to improve your code? Do this instead
There are 3 ways you can do this.
I suggest using
pcall creates a new “thread” for a function to run on. When the thread errors, the “main thread” that ran the
pcall function will not.
Here is an example:
local success, response = pcall(function()
x = x + 1
--// this will throw an error because we never defined `x`.
--// since `x` is not defined we will be trying to add `1` to a `nil` value.
--//that is why it errors
print(success, response) --// see what happened in the pcall
This code will output:
false 4: attempt to perform arithmetic (add) on nil and number
Our code has ran successfully and no error that is wrapped in a
pcall will stop and “thread” that started it.
Thanks so much!