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Question by Fyah · Jun 23, 2011 at 05:28 PM · networkenemyrpctank

attching old script to Network game

I am having a problem attaching a script for an enemy tank to server, can anyone help me?

 var target : Transform;
 var range = 10.0;
 var CannonFlame: GameObject;
 static var mode = "idle";
 
 
 function Awake()
 {
       if(Network.isServer){
         target = GameObject.FindWithTag("PlayerFINAL2").transform;
         CannonFlame.renderer.enabled = false;
         Debug.Log("tank is alive");
         networkView.RPC("MyFunction", RPCMode.Server, "someValue");
         }    
 }        
 
 @RPC
 function Update()
 {
         if(target && CanAttactTarget())
         {
                 //transform.LookAt(target);
                 var targetRotation = Quaternion.LookRotation(target.position - transform.position, Vector3.up);
                 transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime *1.0);
                 
         }
         
         
 }
 
 @RPC
 function CanAttactTarget()
 {
         // check if the target is clost enough
         if(Vector3.Distance(transform.position, target.position) > range)
         {        
                 Disengage();
                 return false;
         }
         
         var hit : RaycastHit;
         
         //check if there is collision inbetween turret en target 
         if(Physics.Linecast(transform.position, target.position, hit))
         {
                     if(hit.collider.gameObject.tag != "PlayerFINAL2")
                     {
                             Disengage();
                             return false;
                     }
                     else
                     {
                             Attack();
                             return true;                            
                     }
         }
         
         return true;
 }
 
 function Attack()
 {        
         if(mode != "attack")
        {
             InvokeRepeating("FalconAnimate", 1, 0.05);
             mode = "attack";
        }
 }
 
 function Disengage()
 {
         if(mode != "idle")
         {
                 CancelInvoke();
                 mode = "idle";
                 CannonFlame.renderer.enabled = false;                
                 
         }
 }
 
 function FalconAnimate()
 {
         if(CannonFlame && CannonFlame)
         {
                 if(CannonFlame.renderer.enabled)
                 {
                         CannonFlame.renderer.enabled = false;
                         
                 }
                 else
                 {
                         CannonFlame.renderer.enabled = true;
                         
                 }
         }
         else
         {
                 print("Effect on Turrent not set!");
         }
 }















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