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Why will this particle not play?
The particle is supposed to play when Bleeding = true and stop when it equals false. Anyone see an error? I feel like there may be some kind of loop or something making it collide and messing it up.
 var Blood : GameObject;
 var SystemHealth : GameObject;
 var OrigHealth : float = 300; //Make sure this variable gets subtracted at the same rate as Health.
 var Health : float = 300;
 var RobotHealth : float = 800;
 var BloodCheck : boolean = false;
 var LimbCheck : boolean = false;
 var Prop : GameObject;
 var PropDestination : GameObject;
 var Robot1 : GameObject;
 var Robot2 : GameObject;
 var Robot3 : GameObject;
 var Robot4 : GameObject;
 
 
 function Start ()
 {
 Blood.GetComponent(ParticleSystem).Stop();
 }
 
 function Update ()
 {
     if(BodyArmature.GetComponent(LimbHealth).Health <= 0 && LimbCheck == false)
     {
         LimbBroke = true;
         LimbCheck = true;
         BodyMesh.renderer.enabled = false;
  
         SystemHealth.GetComponent(MainPlayerHealth).MaxHealth -= Health;
         Bleeding = true;
         Prop.transform.parent = PropDestination.transform;
         Prop.renderer.enabled = true;
         Prop.rigidbody.isKinematic = false;
         Prop.rigidbody.mass = 1;
         Prop.GetComponent(BoxCollider).enabled = true;
     }
 
     if(BodyArmature.GetComponent(LimbHealth).Health >= 100 && LimbCheck == true)
     {
         LimbBroke = false;
         LimbCheck = false;
         BodyMesh.renderer.enabled = true; 
         
         SystemHealth.GetComponent(MainPlayerHealth).MaxHealth += Health;
         Bleeding = false;
         Prop.renderer.enabled = false;
         Prop.rigidbody.isKinematic = true;
         Prop.rigidbody.mass = 0.0001;
         Prop.GetComponent(BoxCollider).enabled = false;
     }
     
     if(BloodCheck == true) {
     //FixedUpdate();
     BloodCheck = false;
     }
     
     if(BloodCheck == false) {
     //FixedUpdate();
     BloodCheck = true;
     }
     
     if(RobotCheck == true) {
     
     Robot1.renderer.enabled = true;
     Robot2.renderer.enabled = true;
     Robot3.renderer.enabled = true;
     Robot4.renderer.enabled = true;
     
     BodyMesh.renderer.enabled = false;
     Bleeding = false;
     
     Health = RobotHealth;
     
     BodyMesh.renderer.enabled = false;
     }
     
         if(RobotCheck == false && LimbBroke == false) {
     
     Robot1.renderer.enabled = false;
     Robot2.renderer.enabled = false;
     Robot3.renderer.enabled = false;
     Robot4.renderer.enabled = false;
     BodyMesh.renderer.enabled = true;
     Health = OrigHealth;
     
     }
     
     if(RobotCheck == false && LimbBroke == true) {
     
     Robot1.renderer.enabled = false;
     Robot2.renderer.enabled = false;
     Robot3.renderer.enabled = false;
     Robot4.renderer.enabled = false;
     
     BodyMesh.renderer.enabled = false;
     Bleeding = true;
     Health = OrigHealth;
     }
     
     if(Bleeding == false) {
     Blood.GetComponent(ParticleSystem).Stop();
     }
     
     if(Bleeding == true) {
     Blood.GetComponent(ParticleSystem).Play();
     }
 }
 
 function FixedUpdate() {
 
  if(Bleeding == true) {
     SystemHealth.GetComponent(MainPlayerHealth).MaxHealth -= BloodLoss;
     yield WaitForSeconds(5);
     }
 }
               Comment
              
 
               
              You have commented out fixed update?
if(BloodCheck == false) { //FixedUpdate(); BloodCheck = true; }
Your answer
 
 
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