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Question by UnityProjec · Feb 03, 2019 at 05:52 PM · 3dfpsaishooting

Enemy Will not die

It may even be a raycast error, although it doe not say anything within my script. But what happens is I have a Zombie Death Script and a gun script; but no matter how I try to shoot the enemy, they will not die or take damage.

ZombieDeath Script: {

 public int EnemyHealth = 20;
 public GameObject TheEnemy;
 public int StatusCheck;

 void DamageZombie(int DamageAmount)
 {
     EnemyHealth -= DamageAmount;
 }




 void Update()
 {
     if (EnemyHealth <= 0 && StatusCheck == 0)
     {
         this.GetComponent<ZombieAI>().enabled = false;
         this.GetComponent<BoxCollider>().enabled = false;
         StatusCheck = 2;
         TheEnemy.GetComponent<Animation>().Stop("walk");
         TheEnemy.GetComponent<Animation>().Play("fallingback");
     }
 }

}

Shooting Script:

{

 public GameObject TheGun;
 public GameObject MuzzleFlash;
 public AudioSource GunFire;
 public bool IsFiring = false;
 public float TargetDistance;
 public int DamageAmount = 5;

 void Update()
 {
     TargetDistance = PlayerCasting.DistanceFromTarget;
     if (Input.GetButtonDown("Fire1"))
     {
         if (IsFiring == false)
         {
             StartCoroutine(FiringPistol());
         }
     }

 }

 IEnumerator FiringPistol()
 {
     RaycastHit Shot;
     IsFiring = true;
     if (Physics.Raycast(transform.position, transform.TransformDirection (Vector3.forward), out Shot))
     {
         
         Shot.transform.SendMessage("DamageZombie", DamageAmount, SendMessageOptions.DontRequireReceiver);
     }
     TheGun.GetComponent<Animation>().Play("GunRecoil");
     MuzzleFlash.SetActive(true);
     MuzzleFlash.GetComponent<Animation>().Play("MuzzleAnim");
     GunFire.Play();
     yield return new WaitForSeconds(0.5f);
     IsFiring = false;
 }

}

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Answer by Hellium · Feb 03, 2019 at 06:29 PM

Never, Never, NEVER use SendMessage. There is no good reason to use it.

  if ( Physics.Raycast(transform.position, transform.forward, out Shot) )
  {
      ZombieDeath zombieDeath = Shot.collider.GetComponentInChildren<ZombieDeath>();
      if( zombieDeath != null )
          zombieDeath.DamageZombie( DamageAmount );
      else
          Debug.Log("You missed the zombie, but you hit " + Shot.transform.name, Shot.transform ) ;
  }

This script could be improved by using layers. Put the zombies into a layer, and use LayerMask mask = LayerMask.GetMask("Zombie"); in the Physics.Raycast

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avatar image UnityProjec · Feb 04, 2019 at 11:53 PM 0
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Could you cite exactly where, please? I'm still relatively new to this.

avatar image Hellium UnityProjec · Feb 05, 2019 at 05:21 AM 0
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Simply replace your code inside the if (Physics.Raycast...) by the code inside the code I've provided inside the same if (Physics.Raycast...)....

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