The Line Runner Template will not load after modifying the path parts.
After changing/adding parts or adding scripts to the paths the game will not load correctly and the game will appear empty.
Here’s the error that it gives: ServerScriptService.Server_Main:60: End is not a valid member of Model "ReplicatedStorage.PathModules.Path"
local path = nil
coroutine.wrap(function() path = require(script.PathCreator) end)()
-- Handle remote functions/events
function runStarting(player)
if player.Character then
if player.Character:FindFirstChild("FastStartScript") then
player.Character.FastStartScript.Disabled = false
end
end
end
game.ReplicatedStorage.RemoteEvents.RunStarting.OnServerEvent:connect(runStarting)
local behaviourModules = {}
coroutine.wrap(function()
for _, behaviourScript in ipairs(script.Behaviours:GetChildren()) do
local success, errMessage = pcall(function()
behaviourModules[behaviourScript.Name] = require(behaviourScript)
end)
if not success then
warn("Failed to load module" ..behaviourScript.Name.. ".\n" ..errMessage)
end
end
end)()
function executeBehaviour(player, character, brickTouched, behaviourName)
if behaviourModules[behaviourName] ~= nil then
behaviourModules[behaviourName]:ExecuteBehaviour(brickTouched, character)
end
end
game.ReplicatedStorage.RemoteEvents.ExecuteBehaviour.OnServerEvent:connect(executeBehaviour)
-- Initialization
local lastActivePath = {}
if game.Workspace:FindFirstChild("BasePlate") then
game.Workspace.BasePlate:Destroy()
end
local tracksModel = Instance.new("Model")
tracksModel.Name = "Tracks"
tracksModel.Parent = game.Workspace
function packagePathModels()
local pathPackager = require(script.PathPackager)
while true do
local pathBase = game.Workspace:FindFirstChild("PathBase", true)
if pathBase then
pathPackager:PackageRoom(pathBase)
else
break
end
end
end
--Error here
coroutine.wrap(function() packagePathModels() end)()
-- Leaderboard
function loadLeaderstats(player)
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local highScore = Instance.new("IntValue")
highScore.Name = "High Score"
highScore.Parent = stats
highScore.Value = 0
local currentScore = Instance.new("IntValue")
currentScore.Name = "Score"
currentScore.Parent = stats
stats.Parent = player
end
function initialiseRunStats(player)
if player:FindFirstChild("RunStats") then
player.RunStats.Distance.Value = 0
player.RunStats.CoinsCollected.Value = 0
end
end
function showResults(player)
local resultsGUI = game.ServerStorage.GUIs.PostRunGUI:Clone()
resultsGUI.Frame.DistanceValue.Text = player.RunStats.Distance.Value
resultsGUI.Frame.CoinsValue.Text = player.RunStats.CoinsCollected.Value
resultsGUI.Frame.ScoreValue.Text = player.leaderstats.Score.Value
resultsGUI.Parent = player.PlayerGui
return resultsGUI
end
function initialiseNewRun(player, delayTime, charExpected, showLastResults)
if not path then
while not path do
wait()
end
end
local lastResultsGUI = nil
if showLastResults then
lastResultsGUI = showResults(player)
end
if delayTime ~= 0 then
wait(delayTime)
end
if lastResultsGUI ~= nil then
lastResultsGUI:Destroy()
end
if player and player.Parent then
-- charExpected is needed to avoid calling LoadCharacter on players leaving the game
if player.Character or charExpected == false then
player:LoadCharacter()
initialiseRunStats(player)
local playersPath = path()
lastActivePath[player.Name] = playersPath
playersPath:init(player.Name)
end
end
end
function setUpPostRunStats(player)
local folder = Instance.new("Folder")
folder.Name = "RunStats"
folder.Parent = player
local currentDistance = Instance.new("IntValue")
currentDistance.Name = "Distance"
currentDistance.Value = 0
currentDistance.Parent = folder
local coinsCollected = Instance.new("IntValue")
coinsCollected.Name = "CoinsCollected"
coinsCollected.Value = 0
coinsCollected.Parent = folder
end
function onPlayerEntered(player)
player.CharacterAdded:connect(function(character)
local humanoid = character:WaitForChild("Humanoid")
if humanoid then
humanoid.Died:connect(function()
initialiseNewRun(player, 4, true, true)
end)
end
end)
-- Initial loading
loadLeaderstats(player)
setUpPostRunStats(player)
-- Start game
initialiseNewRun(player, 0, false, false)
end
game.Players.PlayerAdded:connect(onPlayerEntered)
function onPlayerRemoving(player)
local track = game.Workspace.Tracks:FindFirstChild(player.Name)
if track ~= nil then
track:Destroy()
end
end
game.Players.PlayerRemoving:connect(onPlayerRemoving)
for _, player in pairs(game.Players:GetChildren()) do
onPlayerEntered(player)
end