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Heyy!!

I recently have stumbled upon this error in my game, and after looking it up I can see that there aren’t many ressources online, and mine doesn’t really match with the ones on here already.

So, after consulting some better developers (that also couldn’t fix it), I’ve decided to just post it here and hope for the best.

Essentially I keep getting this error (linked with this message, also in the title), there’s no line of code for where the error stems from, nor can i click on it. There’s also no blue/red lines in the script. However I know where the error comes from

I have this modulescript which manages a game mechanic (trick or treating), and I have a function MoveTo() which is supposed to move the npc using the arguments. It worked perfectly yesterday, but overnight it has decided to start giving me troubles. Here is the code:

local ChatService = game:GetService("Chat")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MechanicFolder = ReplicatedStorage:WaitForChild("MechanicFolder")
local SendToMechanicHandler = MechanicFolder:WaitForChild("SendToMechanicHandler")

local Data = game:GetService("ServerScriptService"):WaitForChild("Data")
local Manager = require(Data:WaitForChild("Manager"))

local MechanicSounds = workspace:WaitForChild("MechanicSounds")
local DoorRing = MechanicSounds:FindFirstChild("Ring")
local DoorOpen = MechanicSounds:FindFirstChild("DoorOpen")
local DoorClose = MechanicSounds:WaitForChild('DoorClose')

local Messages = {
	FirstMessages = {
		'Hey kid, what do you want?',
		'Kid, scrub off will ya?',
		'WHAT NOW?',
		'I am so tired of seeing you guys, what do you want?',
		'No, I dont want to buy anything.',
	},
	SecondMessages = {
		'Candy, huh? Well...',
		'Hmm, kid. You are stressing me. Hold up..',
		'Let me think.'
	},
	ThirdMessages = {
		'Here ya go bud.',
		'Take this and get away!',
		'Dont come back kid',
		'You know what? How about..NO!'
	},
}

function Messages.GetWalkPoint(RingPart)
	local HousePart = RingPart.Parent.Parent
	local Target = HousePart:WaitForChild('Target')

	return Target
end

function Messages.ApplyCandy(player, n)
	Manager.UpdateCandy(player, tonumber(n))
end

function Messages.MoveNPC(NPC, RingPart, PremadeTarget)
	if NPC and RingPart then
		local HousePart = RingPart.Parent.Parent
		local TargetPart = HousePart:WaitForChild("Target")
		
		if not PremadeTarget then 
			PremadeTarget = TargetPart
		end

		local Humanoid = NPC:FindFirstChild("Humanoid")

		if not Humanoid then return end

		local HousePart = RingPart.Parent.Parent
		local TargetPart = HousePart:WaitForChild("Target")

		print(NPC, Humanoid, TargetPart)

		Humanoid:MoveTo(PremadeTarget.Position)
		Humanoid.MoveToFinished:Wait()
	end
end

function Messages.Success(Player, Humanoid, NPC, RingPart)
	Messages.ApplyCandy(Player, math.random(7, 22))
	Messages.MoveNPC(NPC, RingPart, nil)
	task.wait(1)
	task.spawn(function()
		Humanoid.WalkSpeed = 16
		Humanoid.JumpPower = 50
	end)
end

function Messages.Failure(Player, Humanoid, NPC, RingPart)
	Messages.MoveNPC(NPC, RingPart, nil)
	task.wait(1)
	task.spawn(function()
		Humanoid.WalkSpeed = 16
		Humanoid.JumpPower = 50
	end)
end

function Messages.GenerateMessage(n)
	if n == 1 then
		return Messages.FirstMessages[math.random(1, #Messages.FirstMessages)]
	elseif n == 2 then
		return Messages.SecondMessages[math.random(1, #Messages.SecondMessages)]
	elseif n == 3 then
		return Messages.ThirdMessages[math.random(1, #Messages.ThirdMessages)]
	end
end

function Messages.NewConversation(Player, NPC, Humanoid, RingPart)
	local t = {}
	for i = 1, 3 do
		table.insert(t, i, Messages.GenerateMessage(i))
	end

	local Character = Player.Character or Player.CharacterAdded:Wait()
	local Talk_Part = NPC:WaitForChild("Head")
	local Talk_Part_Player = Character:WaitForChild("Head")

	task.wait(1)
	ChatService:Chat(Talk_Part, t[1], Enum.ChatColor.White)
	task.wait(5)
	ChatService:Chat(Talk_Part_Player, 'Trick or Treat!', Enum.ChatColor.White)
	task.wait(5)
	ChatService:Chat(Talk_Part, t[2], Enum.ChatColor.White)
	task.wait(6)
	ChatService:Chat(Talk_Part_Player, 'So? Whats it gonna be', Enum.ChatColor.White)
	task.wait(5)

	if t[3] == 'You know what? How about..NO!' then
		ChatService:Chat(Talk_Part, t[3], Enum.ChatColor.Red)
		Messages.Failure(Player, Humanoid, NPC, RingPart)
	else
		ChatService:Chat(Talk_Part, t[3], Enum.ChatColor.White)
		Messages.Success(Player, Humanoid, NPC, RingPart)
	end
end

function Messages.New(Player, NPC, RingPart)

	local Character = Player.Character or Player.CharacterAdded:Wait()
	local Humanoid = Character:WaitForChild("Humanoid")

	task.spawn(function()
		Humanoid.WalkSpeed = 0 
		Humanoid.JumpPower = 0

		task.wait(5)

		SendToMechanicHandler:Fire(Player, RingPart.Parent:FindFirstChild("Door"))

		local DoorOpen_Clone = DoorOpen:Clone()
		DoorOpen_Clone.Parent = RingPart
		DoorOpen_Clone:Play()

		task.wait(DoorOpen_Clone.TimeLength)
		DoorOpen_Clone:Destroy()

		task.wait(20)

		local DoorClose_Clone = DoorClose:Clone()
		DoorClose_Clone.Parent = RingPart
		DoorClose_Clone:Play()

		task.wait(DoorClose_Clone.TimeLength)
		DoorClose_Clone:Destroy()
	end)

	local DoorRing_Clone = DoorRing:Clone()
	DoorRing_Clone.Parent = RingPart
	DoorRing_Clone:Play()

	local Teleporter = RingPart.Parent:WaitForChild("Teleporter")
	local Character = Player.Character or Player.CharacterAdded:Wait()

	local HRP = Character:WaitForChild("HumanoidRootPart")
	task.spawn(function()
		HRP.Position = Teleporter.Position
		HRP.CFrame = CFrame.lookAt(HRP.Position, RingPart.Position)
	end)
	task.wait(1)
	task.spawn(function()
		local WalkPart = Messages.GetWalkPoint(RingPart)

		NPC:WaitForChild("HumanoidRootPart").CFrame = WalkPart.CFrame
		NPC.Parent = workspace

		print(NPC)
		task.wait(5)
		Messages.MoveNPC(NPC, RingPart, WalkPart)
	end)
	task.wait(5)
	Messages.NewConversation(Player, NPC, Humanoid, RingPart)
end

return Messages

Thank you!

2 Likes

This may be related to this solved forum post:

This is a bug that happens when you print a Humanoid or a model with a Humanoid in it. The error is not affecting how your code runs.

Weird, It just seems to have suddenly stopped and then prompt me with this error, which might be why I’ve confused the two together. It’s probably somewhere in the MoveNpc() function then, just can’t seem to figure out WHY it’s happening, and been at it for quite some time now!

Anyways, thanks for the clarification.

Would require me to mess with FFlags which I don’t really want to, also seems from @MayorGnarwhal 's reponse that it’s just a ‘‘visual’’ bug and doesn’t actually interfere with my code