Need a hand with a table

Recently I've been working on importing the intel cone scripts into defaultcomponents.lua

InitializeRadarCone = function(self)
	if myDebug then WARN('InitializeRadarCone') end
	
        -- Int the entities table
	self.RadarConeEntitiesTable = {}
		
	-- Set up local variables from spec
	local bp = self:GetBlueprint()
	local bone = nil
	local radius = bp.Intel.RadarRadius
	local rotate = false
	local start = true
	if myDebug then WARN('	bone: ', bone,'	radius: ', radius,'	rotate: ', rotate,'	start: ', start) end
	if radius > 0 then
		if myDebug then WARN('radius > 0') end
		local counter = 1
		local loopFlag = true
		while not self:BeenDestroyed() and counter <= radius and loopFlag do
			if myDebug then WARN('LOOP') end
			-- Create a radar arc thats approx 45 degrees and is roughly the radius needed
			local angle = math.ceil(counter / 3.14)
			if counter + angle < radius then
				if myDebug then WARN('	Counter + angle < radius') end
				-- Attach the entity to parent
				local radEnt = import('/lua/sim/Entity.lua').Entity({Owner = self,})
				if myDebug then WARN('	entity created') end
				radEnt:AttachBoneTo( -1, self, bone or 0 )
				if myDebug then WARN('	entity attached') end
				table.insert(self.RadarConeEntitiesTable, radEnt)
				if myDebug then WARN('	entity inserted into tbl: ', table.getn(self.RadarConeEntitiesTable)) end
				self.Trash:Add(radEnt)
				if myDebug then WARN('	entity added to trash') end
				--	Offset the entities so they create a cone from the parent
				radEnt:SetParentOffset(Vector(0,0, counter))
				if myDebug then WARN('	entity offset') end
				-- Set who can view the entities intel
				radEnt:SetVizToFocusPlayer('Always')
				radEnt:SetVizToAllies('Always')
				radEnt:SetVizToNeutrals('Never')
				radEnt:SetVizToEnemies('Never')
				if myDebug then WARN('	focus set') end
				-- Initalize intel
				radEnt:InitIntel(self:GetArmy(), 'Radar', angle)
				if myDebug then WARN('	intel initialized') end
	        else
	        	loopFlag = false
	        	if myDebug then WARN('	flipping flag to end loop early') end
	        end
	        if loopFlag then
				counter = counter + 1
				if myDebug then WARN('	counter increased') end
			end
	    end
		if myDebug then WARN('	end loop') end
		if start then
			if myDebug then WARN('	starting on') end			
			--	Initialize and enable intel types
			self:EnableRadarCone()
        end
	    if bone and rotate then
			if myDebug then WARN('	rotating') end
	    	-- Rotate the radar cone if a bone is provided
	    	self.Trash:Add(CreateRotator(self.Owner, self.Bone, 'y', nil, 0, 999, 36))
	    end

	end
end,

EnableRadarCone = function(self)
	if myDebug then WARN('EnableRadarCone') end	
	if not self.RadarConeActive and table.getn(self.RadarConeEntitiesTable) > 0  then
		if myDebug then WARN('	Radar cone not active, turning them on') end
   		for k, v in self.RadarConeEntitiesTable do		
			self:EnableIntel({self.RadarConeEntitiesTable[k]})
		end
		self.RadarConeActive = true
	end
end,

DisableRadarCone = function(self)
	if myDebug then WARN('DisableRadarCone') end
	if self.RadarConeActive and table.getn(self.RadarConeEntitiesTable) > 0 then
		if myDebug then WARN('	Radar cone active, turning them off') end		
   		for k, v in self.RadarConeEntitiesTable do		
			self:DisableIntel({self.RadarConeEntitiesTable[k]})
		end
		self.RadarConeActive = false
	end
end,

But keep running into the issue where it says its expecting a string instead of a table. Which makes no sense when the data in the "RadarConeEntitiesTable" , are just other tables of entities I've just created.

Error Log...

WARNING: Error running OnStopBeingBuilt script in Entity uel0101 at 15ec6c08: string expected but got table
         stack traceback:
         	[C]: in function `EnableIntel'
         	...faforever\gamedata\lua.nx2\lua\defaultcomponents.lua(1057): in function `EnableRadarCone'
         	...faforever\gamedata\lua.nx2\lua\defaultcomponents.lua(1041): in function `InitializeRadarCone'
         	...faforever\gamedata\lua.nx2\lua\defaultcomponents.lua(1189): in function `EnableUnitIntel'
         	...faforever\gamedata\lua.nx2\lua\defaultcomponents.lua(959): in function `OnStopBeingBuilt'
         	...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(2329): in function <...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua:2316>
         	...orever\gamedata\lua.nx2\lua\sim\units\mobileunit.lua(123): in function <...orever\gamedata\lua.nx2\lua\sim\units\mobileunit.lua:122>
         	...data\lua.nx2\lua\sim\units\uef\tconstructionunit.lua(43): in function <...data\lua.nx2\lua\sim\units\uef\tconstructionunit.lua:42>

Which is pointing to...

EnableRadarCone = function(self)
	if myDebug then WARN('EnableRadarCone') end	
	if not self.RadarConeActive and table.getn(self.RadarConeEntitiesTable) > 0  then
		if myDebug then WARN('	Radar cone not active, turning them on') end
   		for k, v in self.RadarConeEntitiesTable do		
			self:EnableIntel({self.RadarConeEntitiesTable[k]})
		end
		self.RadarConeActive = true
	end
end,

Something in the For-Do is not liking the table or how its being presented here. Gone through about a dozen variations of this with the exact same error each time. The table i know for a fact is populated with my entity data, as i can run table.getn and see the exact number of entities within it.

Anyone see something I'm missing before i drink myself to death ?

Cheers!

Resin

Pulling my head from my arse usually helps.

Bad script...

for k, v in self.RadarConeEntitiesTable do		
   self:EnableIntel({self.RadarConeEntitiesTable[k]})
end

Should be...

for k, v in self.RadarConeEntitiesTable do
   v:EnableIntel('Radar')
end