#FE Gun Kit weapon stops firing after the first shot
1 messages · Page 1 of 1 (latest)
Send the script
Which script is this?
the "1"
Check the these lines in gunclient, you're passing nil variable/s for the string
But that error seems to come for that I think
Trying disabling the other weapons and testing it
But does that same error come?
different one now
Go to these lines in the GunClient script
is this something i should be worried about?
what about them?
No thats fine but do change that to "Exclude" instead of blacklist
Its deprecated
done, ty
Show me the AdressTableValue function and the tempmodule
Line 1332 is likely the root to the problem
wdym?
In line 1332 it passes an AddressTableValue function I need to see it or send the entire gunclient script
Not sure if this will work but try putting -- front of line 1332
you want me to make it a comment?
Yes
Alright i'll uncomment i'll take a look on the script in a bit
okay ty
** You are now Level 5! **
Did you write the script
Send the spring module
what?
The gun uses a spring module for recoil
That's where the error is
Modules/Utilities/Spring
p0, v0 = p, v + a
what about it?
1 sec
print the AddressTableValue("CrossExpansion", TempModule)
before you accelerate the spring
how can i do that?
print(AddressTableValue("CrossExpansion", TempModule))
Springs.CrossSpring:Accelerate(AddressTableValue("CrossExpansion", TempModule))
in line 1332
you add the print above
yeah
of this
Could also try wrapping in a pcall to just ignore it
Remove one of them
kk
run the game and see what it prints
Remove Z from Exclude
You mispelled it when replacing it
For some reason V can sometimes be nothing so this just makes sure it defaults to 0
** You are now Level 5! **
youre a life saver dude ty