Module script function not running, no errors and no loops

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  1. What do you want to achieve? Keep it simple and clear!

I’m attempting to contact a module script from a server script, however it does not work.

  1. What is the issue? Include screenshots / videos if possible!

When I call the module function in a script nothing in the module prints, the script is calling it and printing, however it never seems to actually reach the module script.

I’ve tried looking at the following but none helped.

Here’s the function that calls the module:

local function AlertWantedLogic(Assailant,Victim)
	warn("module being contacted")
	local PCS = game.ServerScriptService.WantedLevelLogistics.PlayerCriminalSystem
	print(PCS)
	PCS.ShotCheck(Assailant,Victim)
end


The warn prints

This is the module iself:


local PCS = {}


-- function checks who was shot, if it's an innocent person or a cop then they get a wanted level

function PCS.ShotCheck(Assailant,Victim)
	
	warn("Something Bruh")
	
	--teams
	
	local police = game.Teams.Police
	local Civ = game.Teams.Civillian
	
	
	print(Assailant)
	print(Victim)
	local Ateam = Assailant.Team
	local Vteam = Victim.Team
	print(Ateam)
	print(Vteam)
	
	if Ateam == Civ and Vteam == police then
		-- make the assailant wanted for  firing on an officer
		-- Add 5 minutws to thier wanted time, and give them level 2 for assault on a peace officer
		local WantedBool = Assailant:FindFirstChild("IsWantedBoolean")
		WantedBool.Value = true
		
		WantedBool:SetAttribute("WantedTimeRemaining",WantedBool:GetAttribute("WantedTimeRemaining") + 300)  
		WantedBool:SetAttribute("WantedLevel",WantedBool:GetAttribute("WantedLevel") + 2)
		
	elseif Ateam == Civ and Vteam == Civ then
		-- check if the second civ is hositle, if they are let the shooting be valid and give a **LOWER** wanted level for self defence
		
		-- if the second civ is not hostile give the max wamnted level for shooting an innocent civ.
		
		
	elseif Ateam == police and Vteam == Civ then
		-- if a cop shoots a civilian AND the civ is hostile  then allow it -- maybe hosite or armed with a gun
		
		-- if a cop shoots a non-hostile civ then fire them and imprison them for a few after lets say 2 warnings
		
		
		
	end
		
	
	return
	
end



return PCS

I tried it without the return in the function, and with and neither worked.

If anyone knows why this is I’d appreciate it!

I believe the problem is this line:
local PCS = game.ServerScriptService.WantedLevelLogistics.PlayerCriminalSystem
(in the first script)

Try replacing it with this:
local PCS = require(game.ServerScriptService.WantedLevelLogistics.PlayerCriminalSystem) (one line, devforum decided to split it into 2)

1 Like

Thanks! I have no clue how I overlooked this :skull: