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Question by emek12 · Aug 09, 2013 at 02:10 AM · collisioncolliderfpsenemy

Enemy Collision Wont Work! PLEASE HELP

In my game im making it so that when the player touches something it will Trigger the enemyspawn. This part works perfectly. But I have a problem. When the spawn Instantiates the enemy, the enemy wont take damage from my attacks, they just "bounce" off him. The original enemy takes damage from my attacks but the Instantiated "Clones" do not. PLEASE HELP, my game is at a stand still til I figure this out.

 var target : Transform;  //the player
    
 var speed : float = 5;  // well...the speed
     
 var controller:CharacterController;
 
 var enemyLife : int = 100;
 
 var Explosion : GameObject;
 var Death : GameObject;
 
 
 
 
  
      
 function Start()
 {
         controller = gameObject.GetComponent(CharacterController);
          target = GameObject.FindWithTag("Player").transform; //target the player
 
 }
 
 function Update()
 {
    transform.LookAt(target);  // the NPC looks at the player
         // Here you access the Character Controller component and move your NPC with SimpleMove() giving the speed and the direction(forward).
         //As the NPC is looking at you, forward is in your direction.
         
     
     controller.SimpleMove(speed*transform.forward); // Moves forward
     
     if (enemyLife <= 0) //Death
      {
          Destroy(gameObject);    
          var instance8 = Instantiate(Death,transform.position,transform.rotation); //Explodes
          Debug.Log("Enemy was killed");    
      }
 
 }
 
 
 function OnCollisionStay (other : Collision) 
 {
     if(other.gameObject.name == "FireBall(Clone)")
     {
         enemyLife -=20;
         Destroy(other.gameObject); 
         var instance = Instantiate(Explosion,transform.position,transform.rotation);
         Debug.Log("Enemy was hit");
         
     }
     else if(other.gameObject.name == "PhotonBall(Clone)")
     {
         enemyLife -= 24;
         Destroy(other.gameObject);
         var instance2 = Instantiate(Explosion,transform.position,transform.rotation);
     }
 
     else if(other.gameObject.name =="Shock(Clone)")
     {
         enemyLife -= 23;
         Destroy(other.gameObject);
         var instance3 = Instantiate(Explosion,transform.position,transform.rotation);
     }
     else if(other.gameObject.name == "FrostBall(Clone)")
     {
         enemyLife -= 25;
         Destroy(other.gameObject);    
         var instance4 = Instantiate(Explosion,transform.position,transform.rotation);
     }
     else if(other.gameObject.name == "AquaBall(Clone)")
     {
         enemyLife -= 34;
         Destroy(other.gameObject);
         var instance5 = Instantiate(Explosion,transform.position,transform.rotation);
     }
     else if(other.gameObject.name == "PlasmaBall(Clone)")
     {
         enemyLife -= 35;
         Destroy(other.gameObject);
         var instance6 = Instantiate(Explosion,transform.position,transform.rotation);
     }
     else if(other.gameObject.name == "SpitFire(Clone)")
     {
         enemyLife -= 16;
         Destroy(other.gameObject);
         var instance7 = Instantiate(Explosion,transform.position,transform.rotation);
     }
 }
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avatar image cdrandin · Aug 09, 2013 at 02:24 AM 0
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Set to is$$anonymous$$inematic, which ignore physics. Then use OnTriggerEnter()

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