Talk:G.pairs

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Entities not working with pairs?

I know it should, but I'm using

for i, TrGet in pairs(TrGets) do

where TrGets is ents.FindInSphere() with some variables.

I'm using it in a swep function. SWEP:Devestate()

But when I call things like TrGet:GetPos() and TrGet:GetMaxHealth() it seems to always return NIL even with if TrGet:IsNPC() then before it.

And please excuse the strange variable naming method. I have a reason for it.

so for example

function SWEP:Devestate()
  -- Some needed code.
  local TrGets = ents.FindInSphere( StartPos, Radius ) -- Variables
  for i, TrGet in pairs(TrGets) do
    -- Debug Stuff
    if TrGet:IsNPC() then
      -- Debugging confirms it gets this far. The functions just don't work!
      -- Lots of code
      -- Including TakeDamageInfo because TakeDamage wasn't working.
      -- TakeDamageInfo isn't working, either... But doesn't return an error.
    elseif TrGet:IsPlayer() then
      -- Haven't Tested this yet.
    else
      -- Props. Haven't set this up yet.
    end
  end
end
 

鬼【悪魔Ⓛucifer】★ 14:25, 4 October 2011 (PDT)

Have you tried checking the table with PrintTable(TrGets)? It should be returning a sequential table with a single entity object linked to each key. This should work as you say the for loop starts looping through the table. If it gets this far, try doing print(type(TrGet)) to make sure the table is actually full of entities. Oh and please sign your name on talk pages, using ~~~~, thanks. TheFreeman193 14:03, 4 October 2011 (PDT)
Was gonna sign but I didn't remember how. If it isn't returning entities, how would I fix that? 鬼【悪魔Ⓛucifer】★ 14:25, 4 October 2011 (PDT)
It could be a number of reasons, make sure the arguments for ents.FindInSphere are correct, and make sure you are running the code in the correct environment (serverside in your case) it sounds obvious, but it is one of the most common mistakes. TheFreeman193 08:06, 5 October 2011 (PDT)
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