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Question by DrakeDiablo · Jul 23, 2014 at 04:17 PM · colliderplayerenemyattack

Problems with enemy attack script!

I'm trying to make an enemy attack script but keep failing. No methods work, I've tried invokeRepeating, but that wont work properly because I need to be checked constantly, just normal Time.deltaTime doesnt work because it just subtracts 1 every whatever, and I've tried Corountine and waitForSeconds thing, still doesn't work, here is what I have, and the problem with this is that it subtracts all health in like 1 second, instead of subracting a certain amount of health every couple seconds. AND the OnTriggerStay doesnt work either, it suppose to do attack fun the player enters a range. #pragma strict

 var enemyDamage : int;
 var enemyAttackSpeed : float;
 var attackState : boolean = false;
 var Player : GameObject;
 
 function Start () {
 Player = GameObject.FindGameObjectWithTag("Player");
 StartCoroutine("DamagePlayer");
 
 }
 
 function Update () {
     if(attackState == true){
         DamagePlayer();
     }
 }
 
 function OnTrggerStay (other : Collider){
     if(other.gameObject.name == "Player"){
         attackState = true;
     }
 }
 
 function DamagePlayer () {
     do{
         Player.GetComponent(Stats).curHealth -= enemyDamage;
         yield WaitForSeconds(enemyAttackSpeed);
     }while (attackState == true);
 }
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avatar image gjf · Jul 23, 2014 at 04:38 PM 0
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what have you set enemyAttackSpeed to?

also, it's a good idea to get other components referenced a lot and store them at the beginning. add the following to Start()

 playerStats = Player.GetComponent(Stats);

and use that in DamagePlayer() so it looks like this in the third line:

 playerStats.curHealth -= enemyDamage;

remember to declare it at the top - something like:

 var playerStats : Stats;



EDIT: also, are you ever setting attackState to false?

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