Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by TheBigBang · Jun 14, 2014 at 12:26 AM · enemylevel

Enemies not shooting laser on certain level

So in my enemy script, i have where i want the enemy to shoot lasers on certain levels. I got it where it can shoot on level 2, but when it hits like level 3, 4,5,6 and etc. they stop shooting after they get to that level. Here is my script

 var level: int;
 var nextShot: float = 0;
 
 
 function Update () {
 
 
 transform.Translate(Vector3(0,-1* speed * Time.deltaTime ,0));
 
     
         if ( level == 2 && 3 && 5 && 6 && Time.time > nextShot){
      Shoot();
      nextShot = Time.time + fireRate;
      
      }
  
 
 }

If yu can help thank you! this has to be so easy and im really confuse why it was not shooting.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by MrFijiWiji · Jun 14, 2014 at 01:34 AM

From what you're saying, it looks as though you want to begin allowing your enemies to shoot lasers after level 2. If this is indeed the case, the solution is simple.

In your code, where you have:

 if ( level == 2 && 3 && 5 && 6 && Time.time > nextShot)

you should replace the above with:

 if (level >= 2 && Time.time > nextShot)

This way, if the level int is greater or equal to 2, your enemies will shoot lasers.

However, I realise now that you want to have optional levels in which your enemies can shoot lasers. In this case, the simplest method in which i can think to achieve said behavior would be to have a bool that you can set on a per level basis if you want lasers active. Something like this:

 var level: int;
 var nextShot: float = 0;
 var lasersActive: boolean = false;
  
 function Update () {
  
     transform.Translate(Vector3(0,-1* speed * Time.deltaTime ,0));
  
     if (lasersActive && Time.time > nextShot){
        Shoot();
        nextShot = Time.time + fireRate;
     }
 }

Simply set lasersActive to true on the levels in which you would like to allow lasers and that's it.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image TheBigBang · Jun 14, 2014 at 04:02 AM 0
Share

I don't really understand your 2nd part cause i did try to turn it on true and nothing shot here is my script

         if (laserActive && level == 2 && Time.time > nextShot){
     laserActive = true;
      Shoot();
      nextShot = Time.time + fireRate;
      
      }
  
avatar image MrFijiWiji · Jun 14, 2014 at 10:47 AM 0
Share

What you have there won't work because your if statement is checking to see if lasersActive is true before you're setting it to true. If you are loading different scenes for each level, then you can simply set whether or not the lasers are active in the inspector for that particular level by ticking the check box for lasersActive, you wouldn't need the level == 2 section as you're enabling lasers on a per level basis.

If you aren't loading separate scenes for each level, then another method should be used that better deals with an "endless" type of game, but we'll come to that if you're making it in such a way.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Script help please 1 Answer

Trap Door Question 1 Answer

Enemy Spawn script not continuing level 2 Answers

reset level on collision 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges