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Question by YAWYCTBLFSODFN · Dec 20, 2012 at 02:52 AM · notworkinggrenade

My Grenade isnt working, help!

Hey everyone, im new to Unity and I've been slowly learning how to use it and java through tutorials, but I've hit a snag. I have a script that's suppose to make me throw a grenade. It is suppose to make my gun disappear, when i click the left mouse button throw the grenade, (Iv'e made the animation) then throw a prefab sphere that i created, but all it does is layer on top of my gun and do nothing. I've checked with the Scripter i followed and he said the script is fine, but maybe one of you can help me? Ill add the two scripts im using for it below, maybe its not in the scripts that its not working? Anyway please help!!

My Choose Equipment Script -

//First Gun, AR,SMG,Ect var Primary : GameObject; //Second Gun, Pistol Ect var Secondary : GameObject;

var GrenadeObj : GameObject;

// Use this for initialization function Start () { Secondary.SetActiveRecursively(false); Primary.SetActiveRecursively(true); GrenadeObj.SetActiveRecursively(false); }

// Update is called once per frame function Update () { if(Input.GetKeyDown("1") && Secondary.active == true){ Primary.SetActiveRecursively(true); Secondary.SetActiveRecursively(false); }

 if(Input.GetKeyDown("2") && Primary.active == true){
     Primary.SetActiveRecursively(false);
     Secondary.SetActiveRecursively(true);
 }
 
 if(Input.GetButtonDown("Grenade"))
 {
     GrenadeObj.SetActiveRecursively(true);
 }
 

}

My Throw Grenade Script -

var Grenade : Rigidbody; var Throw : String; var Spawn : Transform;

private var _MainCam : GameObject;

// Use this for initialization function Start () { _MainCam = GameObject.FindGameObjectWithTag("WeapCam");
}

// Update is called once per frame function Update () { if(Input.GetButtonDown("Grenade")) { gameObject.animation.Play(Throw); gameObject.animation[Throw].speed =1.5; _MainCam.GetComponent(ChooseEquipment).Primary.SetActiveRecursively(false); _MainCam.GetComponent(ChooseEquipment).Secondary.SetActiveRecursively(false);
Toss();

 }

}

function Toss(){ yield WaitForSeconds(1); gren = Instantiate(Grenade,Spawn.position,Spawn.rotation); Grenade.rigidbody.AddForce(transform.forward * 1000); gameObject.SetActiveRecursively(false); _MainCam.GetComponent(ChooseEquipment).Primary.SetActiveRecursively(true); }

Please Help!

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Answer by YAWYCTBLFSODFN · Dec 20, 2012 at 05:23 AM

Please Help! / Sorry for Bumping so early

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Answer by sparkzbarca · Dec 20, 2012 at 05:29 AM

IT SEEMS grenade should be a gameobject not a rigidbody

you have for example

var Grenade : Rigidbody

which should mean Grenade is a rigidbody

but then you later instantiate it.

Instantiate(Grenade,Spawn.position,Spawn.rotation)

then you access its rigidbody

Grenade.Rigidbody.

Which is wierd because while a rigidbody can access itself it makes no sense to do so.

You might as well have typed

Grenade.Rigidbody.Rigidbody.Rigidbody.Rigidbody

Its legal but nonsensical.

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