That picture I had was a picture from the ModuleScript.
Here is the code for the GameManager module:
local GameManager = {}
local Config = require(script.Parent.Configurations)
local mapsManager = require(script.MapsManager)
local timeManager = require(script.TimeManager)
local displayManager = require(script.DisplaysManager)
--vars
local intermission = false
local enoughPlayers = false
local gameRunning = false
function GameManager:Initialize()
mapsManager:SaveMaps()
end
function GameManager:RunVotingIntermission()
intermission = true
end
function GameManager:GameStart()
gameRunning = true
end
return GameManager
When requiring a module, I Believe using :WaitForChild() is ideal as you may be attempting to require something that hasn’t fully loaded into the game.
Weirdly enough, sometimes it seems as though its a roblox issue with their servers, hence why it randomly started working for you again. I don’t know why roblox does this, but I often times find myself having the same problem.
Hello guys I just had the same error. It seems like the error is caused by a module script, requiring a modulescript that requires the same modulescript as itself.
Even docs states it here:
“A run time error is generated if this doesn’t happen. If a ModuleScript is attempting to require another ModuleScript that in turn tries to require it, the thread will hang and never halt (cyclic require calls do not generate errors). Be mindful of your module dependencies in large projects!”