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Assigning a particle system to a variable
Original scripts Enemy AI http://forum.unity3d.com/threads/92021-Simple-But-Effective-AI-Script-Explained
I can't seem to track down Rob productions, he wrote this script and also 'Invasion of the Trivials'
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7405
Anyhoo, I took the player from 'Trivials' and put it in a new project, then made an enemy with the enemymood and enemytarget.js
UnassignedReferenceException: The variable hitParticles of 'enemytarget' has not been assigned. You probably need to assign the hitParticles variable of the enemytarget script in the inspector. enemytarget.Start () (at Assets/Scripts/Mobs/enemytarget.js:35)
I'm not sure how to stick the 'hit' particles prefab (or any other prefab) onto the script, there's nothing available when I try to load it from the menu, I dragged the prefab into the scene, can't drag it onto the Variable. How is this done anyway?
Thanks, Rob Productions, hope you don't mind me copy-pasting, this is one of the few games I can understand at all.
http://dl.dropbox.com/u/102638093/invasion_player.unitypackage 4.2 MB
You'll need 'Character Controllers' and 'Particles' packages added from Standard Assets
Answer by OperationDogBird · Mar 06, 2013 at 09:00 PM
The variable hitParticles on the enemy script expects a ParticleEmitter, make sure whatever you are trying to drag into that slot has a ParticleEmitter component. It should be that simple.
My guess is you are trying to use the Shuriken particle system (which does not have a 'ParticleEmitter' component). You can either rewrite all instance of hitParticles to use the new particle system or create a particle system the old way. Here is the reference to the Legacy particle system.
Answer by hike1 · Mar 08, 2013 at 03:46 PM
quote
Shuriken particle system unquote It wanted a particle emitter, thanks.
@hike1 Glad you got it working. Can you please accept my answer if it did indeed answer you question (this helps future lookers find the correct answer quickly).
Also, for future reference please use comments when responding (the button is at the bottom right of the question, "add new comment"). This helps keep the answers separate from questions for future viewers.
You can also use the @ character followed by the username to ensure the user gets the comment sent to their email(if they have the email option set). Happy coding :)
@OperationDogBird, I accept your answer. If you get bored, you might want to answer why the bad guy isn't firing at the player, however this doesn't work in the demo 'isolated assault 2', which has the same A.I. I think(no source)
@hike1, You didn't actually accept the answer - you need to click the check box next to the answer to accept it. I have done that for you, but please be courteous in the future.
FYI, if you have a new question, start a new thread for it. It's bad juju (frowned on) around here to start a question in the comments.
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