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2
Question by jimmyismike · Jun 20, 2011 at 06:48 PM · shootinggundamagereceiver

Damage receiver help!

I need my gun bullets to send damage. Heres my damage receiver script

var hitPoints = 100.0; var detonationDelay = 0.0; var explosion : Transform; var deadReplacement : Rigidbody;

function ApplyDamage (damage : float) { // We already have less than 0 hitpoints, maybe we got killed already? if (hitPoints

 hitPoints -= damage;
 if (hitPoints <= 0.0) {
     // Start emitting particles
     var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
     if (emitter)
         emitter.emit = true;

     Invoke("DelayedDetonate", detonationDelay);
 }

}

function DelayedDetonate () { BroadcastMessage ("Detonate"); }

function Detonate () { // Destroy ourselves Destroy(gameObject);

 // Create the explosion
 if (explosion)
     Instantiate (explosion, transform.position, transform.rotation);

 // If we have a dead barrel then replace ourselves with it!
 if (deadReplacement) {
     var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);

     // For better effect we assign the same velocity to the exploded barrel
     dead.rigidbody.velocity = rigidbody.velocity;
     dead.angularVelocity = rigidbody.angularVelocity;
 }
 
 // If there is a particle emitter stop emitting and detach so it doesnt get destroyed
 // right away
 var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
 if (emitter) {
     emitter.emit = false;
     emitter.transform.parent = null;
 }

}

// We require the barrel to be a rigidbody, so that it can do nice physics @script RequireComponent (Rigidbody)

That script its fine! Now this is my shooting script

var prefabBullet:Transform; var shootForce:float;

function Update() { if(Input.GetButtonDown("Fire1")) { var instanceBullet = Instantiate(prefabBullet, transform.position, Quaternion.identity); instanceBullet.rigidbody.AddForce(transform.forward * shootForce); } }

Now what can i add to my shooting script so it sends damage?

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Answer by Heratitan · Jun 20, 2011 at 08:05 PM

If you add this script to your bullet, and both the bullet and the target have colliders, then the bullet will apply the damage:

 var damage : float;
 
 function OnCollisionEnter (other : Collision){
          // Tell the object you hit that it was damaged
          other.collider.gameObject.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
 }



I hope that helps!

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