This script keeps saying that Animate is not a valid member of Script when it is.
It also doesn’t work if I change script.Parent to game.ServerScriptService
local animate = script.Parent.Morphing.KEKIMorph.Animate
This script keeps saying that Animate is not a valid member of Script when it is.
It also doesn’t work if I change script.Parent to game.ServerScriptService
local animate = script.Parent.Morphing.KEKIMorph.Animate
Do you have any other things named morphing or KEKIMorph? If so, remove them and see if the error goes away. Also, game.ServerScriptStorage
doesn’t exist, it needs to be game.ServerScriptService
.
Where is your script located? From the line you’ve given it seems to be in ServerScriptService but just to make sure.
Yes it’s in server script service
No I do not.
Yes, sorry I meant to write that.
What is your error exactly? Could you please send a screenshot or something?
have you tried doing:
local animate = script.Parent:WaitForChild("Morphing"):WaitForChild("KEKIMorph"):WaitForChild("Animate")
This likely isn’t the issue, but do you maybe have Archivable off for the localscript? If it is off it will not be part of the datamodel when you run the game.
@IFthenElse246’s solution might work, however I believe that the server has access to everything you have access to in studio that is archivable, meaning no need for WaitForChild()
.
You only need to use WFC on the server for instances created at run-time, all instance made from studio will be available at run-time.
Local scripts can’t access ServerScriptService. I think even if it is in ServerScriptService
The real issue here is that you’re using LocalScripts server-side, they won’t even execute/ be compiled. If you’re meaning to clone a LocalScript yourself to the Client, then just leave it under Player.StarterPlayerScripts instead.
In
local animate = script.Parent.Morphing.KEKIMorph.Animate
What’s the script you’re referring to.
From his structure I believe there’s different morphs with different animations, and he’s cloning them into the Character which would probably be the easiest solution, I believe this works completely fine.
If your using this code on another script witch is parented to “KEKIMorph” then you can simply use
local animate = script.Parent.Animate
May be add a WaitForChild
for it to load?
Also which script are you editing now it would help.
Edit: LocalScripts
don’t work on the `ServerScriptService.
Maybe that’s the problom?
Not sure you understood my post, I didn’t say the current structure wouldn’t work or refer to that at all.
To clarify even further, I’m saying that as an alternative to cloning local scripts to the player, you could leave your local scripts under StarterPlayerScripts
and just alter the Disabled property, or use mutiple Events instead of this model; not that it’s necessarily better to.
Aside from that being already pointed out, we think the OP is meaning to clone them into the Character although that’s only an assumption without further posts from the OP.
he’s cloning them into the Character
having the same issue,
Controls is not a valid member of LocalScript workspace.1kbluefei.Tool.GUILocalScript