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Question by Michael 12 · Mar 24, 2011 at 05:05 PM · arrayguneffectparticleparticleemitter

Machine Gun Different Hit Particles

OK I'm trying to figure out why I can't get this script to emit different particles depending on two different surface materials. You see for right now atleast until I can see a working sample of how to do this and expand upon the template I'm trying to get my machine gun to emit 2 different types of particle emmiter effects.

One is just a spark effect for pretty much anything it hits, but I made a special one that had a green blood sort of effect for when I hit my enemies with.

The machine gun script is set up like this:

var range = 100.0; var fireRate = 0.05; var force = 10.0; var damage = 5.0; var bulletsPerClip = 40; var clips = 20; var reloadTime = 0.5; private var hitParticles : ParticleEmitter[]; var muzzleFlash : Renderer;

private var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1;

function Start () { hitParticles = gameObject.GetComponentsInChildren(ParticleEmitter); // We don't want to emit particles all the time, only when we hit something.

         for (var i = 0; i < hitParticles.Length; i++)
              hitParticles[i].emit = false;
         bulletsLeft = bulletsPerClip;

}

function LateUpdate() { if (muzzleFlash) { // We shot this frame, enable the muzzle flash if (m_LastFrameShot == Time.frameCount) { muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.Range(0, 359), Vector3.forward); muzzleFlash.enabled = true;

         if (audio)
         {
             if (!audio.isPlaying)
                   audio.Play();
                 audio.loop = true;
         }
     }
     // We didn't, disable the muzzle flash
     else
     {
         muzzleFlash.enabled = false;
         enabled = false;

         // Play sound
         if (audio)
         {
             audio.loop = false;
         }
     }
 }   

}

function Fire () { if (bulletsLeft == 0) return;

         // If there is more than one bullet between the last and this frame
         // Reset the nextFireTime
         if (Time.time - fireRate > nextFireTime)
                 nextFireTime = Time.time - Time.deltaTime;

         // Keep firing until we used up the fire time
         while( nextFireTime < Time.time && bulletsLeft != 0)
         {
                 FireOneShot();
                 nextFireTime += fireRate;
         }

}

function FireOneShot () { var direction = transform.TransformDirection(Vector3.forward); var hit : RaycastHit;

         // Did we hit anything?
         if (Physics.Raycast (transform.position, direction, hit, range))
         {
                 // Apply a force to the rigidbody we hit
                 if (hit.rigidbody)

                         hit.rigidbody.AddForceAtPosition(force * direction, hit.point);

                         // Place the particle system for spawing out of place where we hit the
                         // surface!
                         // And spawn a couple of particles
                         if (hitParticles)
                         {
                                 var peIdx = 0; // lets say 0 is 'normal' but 1 is 'steel'
                                 // determine what was hit
                                 if (hit.transform.tag == "BulletSpark")
                                 peIdx = 1; // you can expand on this with more types of things. 
                                 //Note you must define the tag and set it on the prefabs

                                 hitParticles[peIdx].transform.position = hit.point;
                                 hitParticles[peIdx].transform.rotation =
                                             Quaternion.FromToRotation (Vector3.up,
                                             hit.normal);
                                 hitParticles[peIdx].Emit();
                         }

                         // Send a damage message to the hit object
                         hit.collider.SendMessageUpwards("ApplyDamage", damage,
                                 SendMessageOptions.DontRequireReceiver);
             }

             bulletsLeft--;

             // Register that we shot this frame,
             //so that the LateUpdate function enabled the muzzleflash renderer for one
             //frame
             m_LastFrameShot = Time.frameCount;
             enabled = true;

             // Reload gun in reload Time
             if (bulletsLeft == 0)
                     Reload();

}

function Reload () {

         // Wait for reload time first - then add more bullets!
         yield WaitForSeconds(reloadTime);

         // We have a clip left reload
         if (clips > 0)
         {
                 clips--;
                 bulletsLeft = bulletsPerClip;
         }

}

function GetBulletsLeft () { return bulletsLeft; }

////////////////////////////////////////////////

The ERROR message: This is the error message I get when I try and access my machine gun. InvalidCastException: Cannot cast from source type to destination type. MachineGun.Start () (at Assets/WeaponScripts/MachineGun.js:17)

Some addition information on how I have things set up:

I have 2 particle prefabs that are set up a children of my "machineGun" named BulletSpark also has a TAG "BulletSpark" ZombieAlienBloodSplat also has a TAG "alienBlood"

My Enemies are TAGED "alienZombie"

I'm not very good at code and I'm only just beggining to understand some of what is going on with a lot of it. But I was looking at the script and I was trying to figure out how the private var hitParticles : ParticleEmitter[]; knows which one of my particles to choose from. I keep thinking that somehow it needs to be better defined as an Array or tweaked somehow. In anyevent it's clearly not working in it's present state so something is SNAFU with this but I'm not yet code savy enough to see what the problem is. Any help would be really apreciated.

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avatar image e-bonneville · Mar 24, 2011 at 05:07 PM 0
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Ahhhh. You gotta love the good old FPS tutorial machine gun script. :)

avatar image Michael 12 · Mar 24, 2011 at 05:54 PM 0
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Yup, but trying to modify it is a real bugger though ;)

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