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Question by Davidflynn · Apr 03, 2012 at 03:34 PM · triggerdamage

Damage over time on delay

I have this js set to make my charter take damage over time as long as its in my invisable collide but its doing 1 damage every second and I need to put it on a delay. I want it to do 5 damage every 3 seconds you are in it.

 var damage: float = 15.0;
 var playerStatus : Player_Status;
 
 
 
 
 function OnTriggerEnter()
 {
     playerStatus = GameObject.FindWithTag("Player").GetComponent(Player_Status);
 }
 
 function Update()
 {
     if(playerStatus != null)
         playerStatus.ApplyDamage(damage);
 }
 
 function OnTriggerExit()
 {
     playerStatus = null;
 }
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Answer by FLASHDENMARK · Apr 03, 2012 at 03:41 PM

 var damage: float = 15.0;
 var playerStatus : Player_Status;
 var damageDelay = 3.0;
 private var lastDamage = -10.0; //Don't touch!!    
 
 function OnTriggerEnter()
 {
     playerStatus = GameObject.FindWithTag("Player").GetComponent(Player_Status);
 }
 
 function Update()
 {
     if(playerStatus != null){
         if(Time.time > damageDelay+lastDamage){
             playerStatus.ApplyDamage(damage);

             lastDamage = Time.time;
         }
     }
 }
 
 function OnTriggerExit()
 {
     playerStatus = null;
 }

There you go, use a simple timer.

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avatar image Davidflynn · Apr 03, 2012 at 03:51 PM 0
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its still just doing the damage every second non stop till he is dead

avatar image FLASHDENMARK · Apr 03, 2012 at 05:13 PM 0
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Well, that makes sense. I forgot something, fixed now.

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Answer by GutoThomas · Apr 03, 2012 at 03:59 PM

Maybe making a function doDamage and calling WaitForSeconds? As you want 5 of damage every 3 seconds you can do:

 if(playerStatus != null) {
 
 doDamage();
 
 }
 
 function doDamage() {
 
 yield WaitForSeconds(damageDelay);
 playerStatus.ApplyDamage(damage/3):
 
 }

When it reachs a certain amont of damage you can turn like a bool to false to lock the doDamage function.

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