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How to make zombie inflict damage
Ok so basicly i have this zombie script it works fine and every is right on it but i want to make the Zombie give damage to the first person controller and i want the first person controller to receive that damage can some one write the code on to my script but im not to good at scripting so i dont know as much. Heres my script
var target : Transform; //the enemy's target var moveSpeed = 3; //move speed var rotationSpeed = 3; //speed of turning
var myTransform : Transform; //current transform data of this enemy var isNotDead : boolean = true; var health : float = 100; function Awake() { myTransform = transform; //cache transform data for easy access/preformance }
function Start() { target = GameObject.FindWithTag("Player").transform; //target the player
}
function Update () {
if(health < 1){
isNotDead = false;
animation.Play("die");
Destroy(gameObject, 1);
}
if(isNotDead){
//rotate to look at the player
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
var distance = Vector3.Distance(target.position, myTransform.position);
if (distance < 3.0f) {
animation.Play("attack1");
}
else{
//move towards the player
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
animation.Play("walk1");
}
}
}
function ApplyDamage(dmg : float){
health -= dmg;
}
Answer by Chronos-L · Mar 15, 2013 at 01:13 AM
Parent a collider/trigger gameObject to the palm (I assumed that the zombie is using the classic zombie maul attack).
Attach a script to that palm-collider/trigger, when it touches the player, apply damage.
var hostile : boolean = false;
var damage : float = 10f;
function OnTriggerEnter( Collider other ) {
if( other.gameObject.CompareTag("Player") && hostile ) {
//Apply damage to the playerObject here
...
}
}
I am throwing in a hostile
variable. You should turn it on during the attack animation and off when the animation ends. This will ensure that the zombie does not damage the player when the player somehow is touching the arm but the zombie is not in attacking state (for example, the player touches the zombie when the zombie is dying).
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