• attempt to call method 'ConCommand' (a nil value)
    12 replies, posted
Judging from the title, it's a lua error, now my question is how on earth would I fix this? I'm not saying spoon feed me the answer so if you're going to post "OMG NOT HELPING" don't even bother. Moving on, the complete error is [code][weapons\keypad_cracker\shared.lua:96] attempt to call method 'ConCommand' (a nil value)[/code] now when going to line 96 of the shared.lua file I find this (being a noob at lua I don't know what's wrong, maybe if I could have some advice) [code]owner:ConCommand("+gm_special" .. trace.Entity:GetNWInt("keypad_keygroup1") .. "\n")[/code]
has the player disconnected
No, this happens as soon as you try and crack a keypad.
[QUOTE=Digital Spit;35010308]No, this happens as soon as you try and crack a keypad.[/QUOTE] this happened constantly when the player who placed the keypad has since disconnected/reconnected, are you 100% certain this hasn't happened
Where is "owner" defined?
Yes, I'm 100% certain that discconecting/reconnecting you cannot use the keypad cracker without that error showing up. Nerdeboy: I think owner is defined later on in the file
That's cool. I'll just open up your computer and take a look at that file.
This error is pretty common and I'm pretty sure the original keypad cracker broke somewhere in 2011 from a update. To fix this, just download this: [url]http://www.garrysmod.org/downloads/?a=view&id=122375[/url]
[QUOTE=Greatie;35014054]This error is pretty common and I'm pretty sure the original keypad cracker broke somewhere in 2011 from a update. To fix this, just download this: [url]http://www.garrysmod.org/downloads/?a=view&id=122375[/url][/QUOTE] that doesn't matter when the player has left
[QUOTE=Banana Lord.;35015098]that doesn't matter when the player has left[/QUOTE] Meh, the error he HAS is when the player has disconnected/rejoined since placing the keypad, he is not the same "owner" as such. An alternative to this could be to use the owner's "steamid" as the finder, l guess you could loop through the players and check their steamid's against it, then update the owner. Meh, much easier to modify keypads themselves so it tells you the "code" instead of "opening" the keypad. More funny too.
I modified mine to use UniqueID [editline]6th March 2012[/editline] cuz ya know, player.GetByUniqueID is easier than writing my own function
I know this error. It happens if the keypad is from a building that was ADV Duped. The keypad data only saves temporarily, so if you leave and come back and then spawn your house... the fading doors and everything will work, but the keypads aren't "set up" even though they have spawned. So they return that error. You can either remind people to place new keypads when adv duping something, or make a fix that will cause any adv duped keypads to auto delete so they're forced to place new ones.
[QUOTE=NnyAskC;35060539]I know this error. It happens if the keypad is from a building that was ADV Duped. The keypad data only saves temporarily, so if you leave and come back and then spawn your house... the fading doors and everything will work, but the keypads aren't "set up" even though they have spawned. So they return that error. You can either remind people to place new keypads when adv duping something, or make a fix that will cause any adv duped keypads to auto delete so they're forced to place new ones.[/QUOTE] ...or fix them to work with AdvDupe. You could use the keypad's from the UWSVN, but they will require editing to work with the keypad cracker. Just butcher them to use the NW's.
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