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Melee combat, sphereoverlap not working
Hi guys,
so, on my quest to learn unity i decided to make a 2d mini rpg.. And after doing some basic scripting and movement i decided i wanted to try making a basic melee system but it doesn't work past the Debug.Log("Step 1") even if i'm standing right next to a cube with a Enemy health Script with the "damageDeal" function in it. Why? what did i do wrong
Here it is:
var dmg : int = 10;
var Cooldown : float = 0.5;
var Attacktimer : float = 0;
var Range : float = 20;
var dist : float;
function Update () {
Attacktimer += Time.deltaTime;
if (Input.GetMouseButtonDown(0))
{
Debug.Log("Step 1");
// animation.Play("Attack");
Attacktimer = 0;
var collisions : Collider[] = Physics.OverlapSphere(transform.position, Range);
for (var hit : Collider in collisions) {
if (hit && hit.tag == "Enemy"){
dist = Vector3.Distance(hit.transform.position, transform.position);
Debug.Log(dist);
Debug.Log("Step 2");
if (dist <= Range)
{
hit.gameObject.SendMessage("damageDeal", dmg);
}
}
}
}
}
Sorry if this is something obvious, im new ;)
OH! and thanks in advance!!
It'd be awesome if an ad$$anonymous$$ could change the tittle to something like : "Send$$anonymous$$essage doubt" of something similar because the title doesn't make a good job at describing my current question as the sphereoverlap was working fine!
Answer by Vonni · Apr 13, 2013 at 12:15 AM
Do not use capital letters when starting variables, its confusing to read, they are used for functions and classes. As you had a Range variable, there is also a Range() function. I changed all of them for you.
Most important. You have if(HIT && hit.tag == ...whatever..){ What is hit supposed to be here?
Havent tested this tho, but think it will work now, if not let me know
var dmg : int = 10; var cooldown : float = 0.5; var attackTimer : float = 0.0; var range : float = 20.0; var dist : float;
function Update () { Attacktimer += Time.deltaTime;
if (Input.GetKeyDown(KeyCode.Mouse0))
{
Debug.Log("Step 1");
// animation.Play("Attack");
attacktimer = 0;
var collisions : Collider[] = Physics.OverlapSphere(transform.position, range);
for (var hit : Collider in collisions) {
if (hit.tag == "Enemy"){
dist = Vector3.Distance(hit.transform.position, transform.position);
Debug.Log(dist);
Debug.Log("Step 2");
if (dist <= range)
{
hit.gameObject.SendMessage("damageDeal", dmg);
}
}
}
}
}
1- Thanks for the tip! corrected it! 2- it wasn't due to the (HIT && hit.tag ==..) thing, i had the tag on my enemy as "enemy" ins$$anonymous$$d of "Enemy"... such a retarded mistake.. 3- It now reaches the Step 2 and even sends the message but i gives me a no receiver error even though i have the following script on my enemy:
var currentHealth : int = 0;
var maxHealth : int = 100;
function Star() {
currentHealth = maxHealth;
}
function Update () {
if ( currentHealth <= 0)
Destroy(gameObject);
}
function DamageDeal (dmg : int)
{
currentHealth -= dmg;
}
note: yes i am aware that the script i pasted on the OP called the function with a small letter at the beginning but after your not on variable names i changed all functions to a capital letter, here and on the dmg script.
Thanks in advance!
Solved i was in full retard mode yesterday, i had made the tag but hadn't put on the enemy --'
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