Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by jordanblythe104 · Feb 25, 2013 at 12:27 PM · forcebulletragdolladd

Bullet add force to ragdoll help

I have the enemy set up so that if its health is set to 0, it will instantiate a ragdoll. I want the ragdoll to be effected by the bullets force. I have the bullet set up to add force to rigidbodies but obviously the bullet is destroying the enemys gameobject and itself when it kills the enemy. How would I go about getting this to work?

Here is the enemy script :

 var target : Transform;
 private var navComponent : NavMeshAgent;
 var life : float = 100;
 var ragdoll : GameObject;
 
  
 function Damage(damage:float)
 {
     life-=damage;
     
     if (life <= 0)
         PlayerDead ();
 }
 
 function Update ()
 {
    navComponent = this.transform.GetComponent(NavMeshAgent);
    navComponent.SetDestination(target.position);
 }
 
 function PlayerDead ()
 {
    Destroy(gameObject);
    gameObject.SetActiveRecursively(false);
    if (ragdoll) 
       {
          Instantiate(ragdoll, transform.position, transform.rotation);
       }
 }

and here is the bullet script :

 var speed : float = 500;
 var randomAngle : float = 0;
 var lifeTime : float = 3;
 var bulletGravity : float = 9.8;
 var floatInFrontOfWall : float = 0.001;
 var decalHitWall : GameObject;
 
 @HideInInspector
 var moveDirection : Vector3;
 @HideInInspector
 var shortestSoFar : float;
 
 @HideInInspector
 var instantiatePoint : Vector3;
 @HideInInspector
 var instantiateRotation : Quaternion;
 @HideInInspector
 var foundHit : boolean = false;
 @HideInInspector
 var parentToAdd : Transform;
 var force = 500;
 var damage = 50;
 
 
 function Awake ()
 {
    transform.Rotate((Random.value * 2 * randomAngle) - randomAngle, 0, Random.value * 360);
    moveDirection = transform.forward * speed;
    
    shortestSoFar = Mathf.Infinity;
    
    foundHit = false;
 }
 
 
 
 function Update ()
 {
    transform.rotation = Quaternion.LookRotation (moveDirection);
    var hits : RaycastHit [];
    hits = Physics.RaycastAll(transform.position, transform.forward, speed * Time.deltaTime);
    for (var hit in hits)
     {
        if (hit.transform)
        {
            if (Vector3.Distance(transform.position, hit.point) < shortestSoFar) {
            instantiatePoint = hit.point + (hit.normal * (floatInFrontOfWall + Random.Range(0, 0.01)));
            instantiateRotation = Quaternion.LookRotation(hit.normal);
            parentToAdd = hit.transform;
            shortestSoFar = Vector3.Distance(transform.position, hit.point);
            foundHit = (true); }
        }
       if (hit.rigidbody){ // apply impact if the target is a rigidbody:
       hit.rigidbody.AddForce(transform.forward * force);
       }
       
       if (hit.transform.tag =="Enemy")
         {
           hit.transform.SendMessage("Damage", damage, SendMessageOptions.DontRequireReceiver);
           
         }
     
     // apply damage (ApplyDamage is an enemy function):
     }
     
     if (foundHit)
     {
        var spawnedBulletHole : GameObject = Instantiate(decalHitWall, instantiatePoint, instantiateRotation);
        if (parentToAdd)
            spawnedBulletHole.transform.parent = parentToAdd;
        Destroy(gameObject);
     }
     
     transform.position += moveDirection * Time.deltaTime;
     moveDirection.y -= bulletGravity * Time.deltaTime;
     
     lifeTime -= Time.deltaTime;
     if (lifeTime < 0)
         Destroy(gameObject);
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by jordanblythe104 · Feb 26, 2013 at 02:43 PM

Fixed it:

 if (hit.transform.tag =="Enemy")
         {
           hit.transform.SendMessage("Damage", damage, SendMessageOptions.DontRequireReceiver);
           hit.rigidbody.AddForce(transform.forward * force);
           foundHit = false;
         }
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image JackCao · Jul 31, 2014 at 09:11 AM 0
Share

thanks,i learn a lot

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

ragdoll force trouble 0 Answers

2d ragdoll, where to start? 1 Answer

Need Help with Shooting Script c# 5 Answers

The Drunk Walk 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges