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Question by U2-84 · Oct 25, 2012 at 11:04 PM · enemytagsendmessagehealth

Damage applied to the wrong object

Hello guys, I have a little problem.

I have a ship firing bullets, and the target is a simple cube (a test object). The cube is tagged as "enemy", and it has an Health script attached.

When I play with one cube only, everything seems working right. But when I put 2 cubes (both from the same prefab), they're both tagged "enemy" and the code doesn't recognize wich one has been hit by my bullets.. it simply decreases health to the last one added to the scene, even though I'm shooting at the other cube.

Here are my 2 codes:

the first one attached to the bullet

 var explosion : Transform;
 var damage = 15.0;
 private var target : GameObject;
 
 // Destroy bullet after collision, spawn an explosion prefab and send message to hit object
 
 function Start () {
     
     target = GameObject.FindWithTag("Enemy");
 }
 
 function OnCollisionEnter () {
 
     // Apply damage to target object
     target.collider.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
 
     // Destroy missile
     Destroy (gameObject);
 
     var theClonedExplosion : Transform;
     theClonedExplosion = Instantiate(explosion, transform.position, transform.rotation);
 }

then the Health code attached to the Test Cube

 var Health = 100.0;
 var explosion : Transform;
 
 function ApplyDamage (damage : float) {
 
     Health -= damage;
     Debug.Log("Hit!");
     
     if (Health <= 0.0) {
         Destroy(gameObject);
         var theClonedExplosion : Transform;
         theClonedExplosion = Instantiate(explosion, transform.position, transform.rotation);
     }
 
 }

How can I fix it? Thank you in advance ;)

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Answer by aldonaletto · Oct 25, 2012 at 11:15 PM

FindWithTag will return the first object with the specified tag, which may not be the one you want (according to Murphy's Law, it will never be the one you want!). You should instead get the object reference from the Collision structure. Change the bullet script like this:

 var explosion : Transform;
 var damage = 15.0;
 
 // Destroy bullet after collision, spawn an explosion prefab and send message to hit object
 
 function OnCollisionEnter (col: Collision) {
     // get a reference to the target object:
     var target: GameObject = col.gameObject;
     // Apply damage to target object
     target.collider.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
     // Destroy missile
     Destroy (gameObject);
     var theClonedExplosion : Transform;
     theClonedExplosion = Instantiate(explosion, transform.position, transform.rotation);
 }
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avatar image U2-84 · Oct 26, 2012 at 02:29 AM 0
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Guys, I'm sorry that I posted like 3 times the same question, but I had a problem with the website.. The question just didn't appear.

Talking about the topic, I solved just removing the tag dependance and co$$anonymous$$g to a very similar code to the one you posted. And thank you very much for the explanation about the FindWithTag thing, I'll be careful next time I'll try to use it ;)

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