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Play animation with collider [URGENT]
I want the script to play an animation that is attached to the character while the bottom collider stays inside of the cube collider. I have two colliders inside the character and when the top colliders hits he plays the animation 'attack1' and when the bottom colliders hits something he plays the animation 'attack2'. The only problem is that he doesnt run the animation, I made a print to see if he damages the object that he hits and its working fine. Just want a solution to the animation problem, if anyone can help me. I need this to show the game tomorrow to my class and teachers, if someone can help me i would apreciate. I've tried to add the player model to the script but its still not working.
Screenshot of the character:
http://oi47.tinypic.com/dpwv83.jpg
Hand_Attack Script:
var Damage : int = 30;
var player : GameObject;
function OnCollisionEnter(collision : Collision)
{
if (collision.gameObject.name == "TurretR")
{ // if the hit object's name is model...
print(Damage);
player.animation.Play("attack1");
collision.gameObject.BroadcastMessage("ApplyDamage", Damage, SendMessageOptions.DontRequireReceiver);
}
}
Foot_Attack Script:
var Damage : int = 30;
var player : GameObject;
function OnCollisionStay(collision : Collision)
{
if (collision.gameObject.name == "MinionR")
{ // if the hit object's name is model...
print(Damage);
player.animation.Play("attack2");
collision.gameObject.BroadcastMessage("ApplyDamage", Damage, SendMessageOptions.DontRequireReceiver);
}
if (collision.gameObject.name == "MinionR1")
{ // if the hit object's name is model...
print(Damage);
animation.Play("attack2");
collision.gameObject.BroadcastMessage("ApplyDamage", Damage, SendMessageOptions.DontRequireReceiver);
}
}
Regards, ExyloN
well the syntax looks ok
did u place the scripts in the respective colliders? or in the box.
The only thing I can think of is that you don't have your animations attached to the gameobject....I also notice that your collision with $$anonymous$$inionR1 doesn't call animation.Play on player (though I doubt that will resolve the problem)
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