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Question by wesley · May 13, 2011 at 06:32 PM · hitifvisiblegetshield

shield if hit get visible?

hey guys i have made a simple energy shield i want to make it so that the shield only becomes visible if its mesh collider got hit with somthing i dontknow how to do this but i wil need a gameobject slot to put in the shield

if its possible can you make a script for me please i have 2 sorts of weapons (real projectile`s)like the rocket louncher witch hase a rigid body and the mashine gun on raycast so my shield hase to be able to get hit with both weapons

thank you verry mutch you would help me so mutch with this fixed

i used this script i it was a fpsplayer script i tweaked it . it works by works i mean unity doesnt crash on the script but i think it hase still some bugs like the activate sound isnt playing when my shield activates

var maximumHitPoints = 100.0; var hitPoints = 100.0; var detonationDelay = 0.0; var explosion : Transform; var deadReplacement : Rigidbody; var painLittle : AudioClip; var painBig : AudioClip; var dieSound : AudioClip; var ActivateSound : AudioClip;

function ActivateSoundSound () { if (ActivateSoundSound) AudioSource.PlayClipAtPoint(dieSound, transform.position); }

function ApplyDamage (damage : float) { // We already have less than 0 hitpoints, maybe we got killed already? if (hitPoints <= 0.0) return;

 hitPoints -= damage;
 if (painBig &amp;&amp; painLittle) {
     // Play a big pain sound
     if (hitPoints &lt; maximumHitPoints * 0.2 || damage &gt; 20) {
         audio.PlayOneShot(painBig, 1.0 / audio.volume);
         Random.Range(painBig.length * 2, painBig.length * 3);
     } else {
         // Play a small pain sound
         audio.PlayOneShot(painLittle, 1.0 / audio.volume);
         Random.Range(painLittle.length * 2, painLittle.length * 3);
     }
 }
 if (hitPoints &lt;= 0.0) {
     // Start emitting particles
     var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
     if (emitter)
         emitter.emit = true;

     Invoke("DelayedDetonate", detonationDelay);
 }

}

function DelayedDetonate () { BroadcastMessage ("Detonate"); }

function Detonate () { // Destroy ourselves Destroy(gameObject); if (dieSound) AudioSource.PlayClipAtPoint(dieSound, transform.position);

 // Create the explosion
 if (explosion)
     Instantiate (explosion, transform.position, transform.rotation);

 // If we have a dead barrel then replace ourselves with it!
 if (deadReplacement) {
     var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);

     // For better effect we assign the same velocity to the exploded barrel
     dead.rigidbody.velocity = rigidbody.velocity;
     dead.angularVelocity = rigidbody.angularVelocity;
 }

 // If there is a particle emitter stop emitting and detach so it doesnt get destroyed
 // right away
 var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
 if (emitter) {
     emitter.emit = false;
     emitter.transform.parent = null;
 }

}

// We require the barrel to be a rigidbody, so that it can do nice physics @script RequireComponent (Rigidbody)

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