[SOLVED] How to create a queue of spawning game objects after one another and stopping based on a countdown timer

I see. Oh I see, I’m reading your previous post on Explanation of the “self” argument for dummies and I think I’m somewhat understanding it. I originally used self to make it so the variable be different for every instance so I think I’m doing it right.So line 7 is self.book_code = "". So I’m debugging it again, reaching to the original error, clicking the triangle to forward it and jumping to here.

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So if self is a table, and I’m indexing a global self from my book.script, then does that mean I was trying to access the self table inside of insert-book-code.script or vice versa?
Sorry, I’m just having a hard time grasping this.

I guess another question would be, what is the key in this case.

Wait, so I’m using the factory to create an instance of a game object, and I’m using self to make sure each variable of each instance of it is unique and not shared, but then inside of that game object, I have a script that’s also attempting to use self to make sure each instance of it has unique variable values. :thinking:

Wait a minute, if I’m already making a new instance of book.go inside of insert-book-code.script, why would I need self.book_code inside of book.script.

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