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Question by wesley · May 02, 2011 at 01:55 PM · objectgamedamage

damage game object

function Update () {
     gameObject.ApplyDamage(10000);
    }

hey guys i know the applydamage isnt working with gameobjects but i dont know of an other option i wanted to make a granade. i added a damage reciever to the granade with the explosion and stuff but i have set the hit points on the reciever to 0 and the dettenation delay to 7secs but when i trow the granade it will not explode afther 7 secs so i would like to do this to damage it directly and it hase still 7secs left and boom

this is the damage script from the first person shooter tutorial

var hitPoints = 100.0; var detonationDelay = 0.0; var explosion : Transform; var deadReplacement : Rigidbody;

function ApplyDamage (damage : float) { // We already have less than 0 hitpoints, maybe we got killed already? if (hitPoints <= 0.0) return;

 hitPoints -= damage;
 if (hitPoints &lt;= 0.0) {
     // Start emitting particles
     var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
     if (emitter)
         emitter.emit = true;

     Invoke("DelayedDetonate", detonationDelay);
 }

}

function DelayedDetonate () { BroadcastMessage ("Detonate"); }

function Detonate () { // Destroy ourselves Destroy(gameObject);

 // Create the explosion
 if (explosion)
     Instantiate (explosion, transform.position, transform.rotation);

 // If we have a dead barrel then replace ourselves with it!
 if (deadReplacement) {
     var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);

     // For better effect we assign the same velocity to the exploded barrel
     dead.rigidbody.velocity = rigidbody.velocity;
     dead.angularVelocity = rigidbody.angularVelocity;
 }

 // If there is a particle emitter stop emitting and detach so it doesnt get destroyed
 // right away
 var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
 if (emitter) {
     emitter.emit = false;
     emitter.transform.parent = null;
 }

}

// We require the barrel to be a rigidbody, so that it can do nice physics @script RequireComponent (Rigidbody)

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Answer by lhk · May 02, 2011 at 02:32 PM

You can't just call applyDamage to a gameObject. Instead you eather need to make a call like this

var script=gameObject.getComponent(ScriptThatImplementsApplyDamage);
script.applyDamage(10000);

or

gameObject.broadcastMessage("applyDamage",100000);

What is even more important:

Don't make this call in the Update method. Else the method will be called everytime the Object updates which is ~60 times per second.

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