Invaild get index 'Value' (on base: 'HSilder')

Godot Version

GD4

Question

how do i fix this lol i forgot thank you btw:


here’s the code if you need it:
extends CharacterBody3D

var ORIGINAL_SPEED
var SPEED = 3.0
var Sprint_Drain_Amount = 0.4
var Sprint_Refresh_Amount = 0.3
var SPRINT_SPEED = 7.0
const JUMP_VELOCITY = 4.5
var Sprint_Bar

Get the gravity from the project settings to be synced with RigidBody nodes.

var gravity = ProjectSettings.get_setting(“physics/3d/default_gravity”)

func _ready():
ORIGINAL_SPEED = SPEED
Sprint_Bar = get_node(“/root/” + get_tree().current_scene.name + “/UI/Sprint_Bar”)

func _process(_delta):
if SPEED == SPRINT_SPEED:
Sprint_Bar.value = Sprint_Bar.value - Sprint_Drain_Amount * _delta
if Sprint_Bar.value == Sprint_Bar.min_value:
SPEED = ORIGINAL_SPEED
if SPEED != SPRINT_SPEED:
if Sprint_Bar.Value < Sprint_Bar.Max_Value:
Sprint_Bar.Value = Sprint_Bar.Value + Sprint_Refresh_Amount * _delta
if Sprint_Bar.Value == Sprint_Bar.Max_Value:
Sprint_Bar.visible = false

func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta

# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
	velocity.y = JUMP_VELOCITY

# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("Left", "Right", "Forward", "Backward")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
	velocity.x = direction.x * SPEED
	velocity.z = direction.z * SPEED

	if Input.is_action_just_pressed("Sprint"):
		Sprint_Bar.visible = true
		SPEED = SPRINT_SPEED
	if Input.is_action_just_released("Sprint"):
		SPEED = ORIGINAL_SPEED
else:
	velocity.x = move_toward(velocity.x, 0, SPEED)
	velocity.z = move_toward(velocity.z, 0, SPEED)

move_and_slide()

Godot is case sensitive so Value is different from value, use value instead. Also Max_Value will fail, use max_value

1 Like

thanks