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Question by Wesley21spelde · May 26, 2016 at 11:43 AM · linerendererweapon systemlaser beam

BeamWeapon Does not damage target

Hey guys whats wrong with this my beam(Linerenderer ) is tracking my enemy and hitting it but the raycast does not work my enemy does not get dammaged

also how can i incorporate a canseeTarget variable? and range?

here is my script

  using UnityEngine;
  using System.Collections;
  
  public class PlasmaBeamWeapon : MonoBehaviour{
  
  
      public Transform target;
      private LineRenderer lineRenderer;
      private float counter;
      private float dist;
      //
      public Transform origin;
      //
      public float linrDrawSpeed = 6f;
      public float damage = 100.0f;
      RaycastHit hit;
  
      // Use this for initialization
      void Start()
      {
          target = GameObject.FindWithTag("Enemy").transform;
          lineRenderer = GetComponent<LineRenderer>();
          lineRenderer.SetPosition(0, origin.position);
          lineRenderer.SetWidth(.45f, 0.2f);
  
          dist = Vector3.Distance(origin.position, target.position);
  
      }
  
      // Update is called once per frame
  
      void OnCollisionEnter(Collision col)
      {
  
          col.gameObject.BroadcastMessage("ApplyDamage", damage = 100.0f);
  
      }
  
      void LateUpdate()
      {
          target = GameObject.FindWithTag("Enemy").transform;
          if (counter < dist)
          {
              counter += .1f / linrDrawSpeed;
  
              float x = Mathf.Lerp(0, dist, counter);
              dist = Vector3.Distance(origin.position, target.position);
              Vector3 pointA = origin.position;
              Vector3 pointB = target.position;
  
              Vector3 pointAlongLine = x * Vector3.Normalize(pointB - pointA) + pointA;
  
              lineRenderer.SetPosition(1, pointAlongLine);
              Vector3 fwd = transform.TransformDirection(Vector3.forward);
              if (Physics.Raycast(transform.position, fwd, 100000))
                  hit.transform.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); //Call the method Apply Damage in the gameobject that is hit
          }
      }
  }

  using UnityEngine;
  using System.Collections;
  
  public class Damagereciever : MonoBehaviour
  {
  
      public float Health = 100000.0f;
      public Rigidbody deadReplacement;
      //    public Rigidbody dead;
  
  
      public void ApplyDamage(float damage)
      {
          Health = -damage;
  
          if (Health <= 0.0)
              Detonatin();
              return;
      }
  
  
  
  
  
      // Use this for initialization
      void Start()
      {
  
  
      }
  
      // Update is called once per frame
      void Update()
      {
  
      }
  
      public void Detonatin()
      {
  
          Destroy(gameObject);
  
          // If we have a dead barrel then replace ourselves with it!
          if (deadReplacement)
          {
              Rigidbody dead = (Rigidbody)Instantiate(deadReplacement, transform.position, transform.rotation);
  
              // For better effect we assign the same velocity to the exploded barrel
              dead.GetComponent<Rigidbody>().velocity = GetComponent<Rigidbody>().velocity;
              dead.angularVelocity = GetComponent<Rigidbody>().angularVelocity;
          }
  
      }
  }
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