How to reproduce:
1. Create a functional `tool` instance which communicates via BridgeNet2 (mostly client-sided)
2. Place the tool in the StarterPack
3. Drag the instance out of the player's possession
4. Drag the instance back into the original player's character
5. Activate the tool
The localscript in question:
local serverScriptService = game:GetService("ServerScriptService")
local arms = require(serverScriptService.Modules.Weapons.Arms)
for i, v in ipairs(script.Parent:GetChildren()) do
if v:IsA("BasePart") then
v.CollisionGroup = "Items"
end
end
if script.Parent:IsA("Tool") then
arms.Registration.Register(script.Parent, "Base")
end
The module on the server side returns:
ReplicatedStorage.Modules.BridgeNet2.src.Server.ServerProcess:95: invalid argument #1 to 'insert' (table expected, got nil)
Area of issue:
-- 94
table.insert(inboundQueue[plr], tbl) -- 95 /---/ a table value within the inbound Queue with a key of the player exists, but inboundQueue[plr] returns nothing/nil
end) -- 96
Using the tool without changing its parents works perfectly fine, but doing the reproduced steps causes annoying errors within the console. However, this miraculously did not block the game's operation and the communication still works as intended.
How to reproduce:
The localscript in question:
The module on the server side returns:
Area of issue:
Using the tool without changing its parents works perfectly fine, but doing the reproduced steps causes annoying errors within the console. However, this miraculously did not block the game's operation and the communication still works as intended.