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Question by techno3D · Jun 17, 2012 at 12:51 AM · errornullreferenceexceptionturret

Scripting error comes up when I press play

can anyone tell me why this doesn't work? it's the tornado twins turret script. I was using it for the last few months and everything was fine. It's just sepose to rotate to the player and shoot

this is the error NullReferenceException EnnemyTurrent1.Shoot (System.Object seconds) (at Assets/GameFiles/Scripts/_scripts/EnnemyTurrent1.js:26) EnnemyTurrent1.Update () (at Assets/GameFiles/Scripts/_scripts/EnnemyTurrent1.js:16)

this is the script

 var LookAtTarget : Transform;
 var damp : float = 6.0;
 var bulletPrefab : Transform;
 var savedTime = 0;
 
 function Update ()
 {
      if(LookAtTarget)
      {
           var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position); 
           transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp); 
           var seconds : int = Time.time;
           var oddeven = (seconds % 2);
           if(oddeven) 
           {
               Shoot(seconds);
           }//transform.LookAt(LookAtTarget);
      }
 
 }
 
 function Shoot(seconds)
 {
      if(seconds!=savedTime)
      {
           var bullet = Instantiate(bulletPrefab,transform.Find("spawnPoint").transform.position , Quaternion.identity);
           bullet.rigidbody.Addforce(transform.forward * 1000); // Put this -> savedTime=seconds;
      }
 
      //here
      savedTime=seconds;
 
 }
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Answer by whydoidoit · Jun 17, 2012 at 12:54 AM

Either you haven't put something in the bulletPrefab or the thing tht this script is attached to doesn't have a child object called spawnPoint. (With a lowercase s as the first letter)

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avatar image techno3D · Jun 17, 2012 at 02:02 AM 0
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everything is as it should be, I've checked it over and over. does any one ells get the same error?

avatar image whydoidoit · Jun 17, 2012 at 09:24 PM 0
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I promise you - they don't. Your error is clearly for one of the reasons I state in the answer. Perhaps paste a screen shot of your hierarchy and the inspector for the object that this is attached to - showing this script.

Alternatively add the following logging code to the function and look in the console to see what it says.

  function Shoot(seconds)
  {
             Debug.Log(bulletPrefab != null ? "Prefab Ok" : "Prefab $$anonymous$$issing");
             Debug.Log(transform.Find("spawnPoint") != null ? "spawnPoint Ok" : "spawnPoint $$anonymous$$issing");

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