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Question by Madswint · Aug 13, 2014 at 12:33 PM · 2dtransformaddforce

Adding force to a 2d object in specified direction not working?

So I have this boss, it's supposed to punch the player in the direction the boss is facing, like a knockback. This wont work though, I cant figure out why. Any ideas or tips?

Also I know its a very messy script, spent all day

(It's the Knockback function the problem lies I'm pretty sure)

 #pragma strict
 
 var Distance : float;
 var Health = 200;
 var AggroRadius = 5.0;
 var target : Transform;
 var MoveSpeed = 7;
 var AttackRange = 5;
 var Aggroed = false;
 var inAttackRange = false;
 var StartMoving = false;
 var FacingRight = true;
 var xPositionDraugr = 0;
 var anim : Animator;
 var flipside = 0;
 
 
 function Start () 
 {
  
 }
  
 function Update () 
 {
 
 if (GetComponent(Mermaid).xPositionMermaid < xPositionDraugr) 
 flipside = 0;
 else
 flipside = 1;
 
 
 if (flipside > 0 && !FacingRight) 
 Flip();
 else if(flipside < 1 && FacingRight)
 Flip();
 
 xPositionDraugr = transform.position.x;
 
 
 Distance = Vector2.Distance(transform.position, target.transform.position);
 
 if (Distance < AggroRadius) {
 Aggroed = true;
 return;
 }
 
 if (Aggroed == true && StartMoving == true) {
 MoveToTarget();
 
 }
 if (Distance < AttackRange) {
 inAttackRange = true;
 StartMoving = false;
 }
 if (inAttackRange == true) {
 StartMoving = false;
 KnockBack();
 }else {
 
 StartMoving = true;
 }
 
  //find spilleren
  
  
  //gå hen mod ham
  
   
 }
 
 
 function MoveToTarget()
 {
 
 var delta = target.transform.position - transform.position;
           delta.Normalize();
          
           var moveSpeed = MoveSpeed * Time.deltaTime;
      anim.SetInteger("Speed", MoveSpeed);
           transform.position = transform.position + (delta * moveSpeed);
 }
 
 function KnockBack() {
 Debug.Log("knockbcked");
 
 if (FacingRight == true) {
 target.rigidbody2D.AddRelativeForce (-10, 0, 0);
 } else {
 target.rigidbody2D.AddRelativeForce (10, 0, 0);
 }
 //GetComponent(Mermaid).Health-= 23;
 }
 
 function Flip () {
 Debug.Log("flippin");
 FacingRight = !FacingRight;
 
 var theScale : Vector3 = transform.localScale;
 theScale.x *= -1;
 transform.localScale = theScale;
 }
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avatar image Pyrian · Aug 13, 2014 at 03:06 PM 0
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Well, actually the first thing that comes to $$anonymous$$d is that your code can only work if the target object is controlled by physics. If you're setting it's position or velocity, like using transform.Translate or some equivalent, adding force to it will be irrelevant.

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