Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by goosoodude · Feb 21, 2012 at 02:43 PM · fpsaiprojectile

Projectile not inflicting damage on AI

Hello. I have a projectile, but it is not casing damage. I tried using this line of code:

if(Physics.Rocket(Rocket, hit)){ // if something hit, send the message hit.collider.SendMessageUpwards("ApplyDamage", 800, SendMessageOptions.DontRequireReceiver);

and it would return Compiler errors. I don't know what to do. Also, my projectile script is below.

 // The reference to the explosion prefab
 var explosion : GameObject;
 var timeOut = 3.0;
 
 // Kill the rocket after a while automatically
 function Start () {
     Invoke("Kill", timeOut);
 }
 
 
 function OnCollisionEnter (collision : Collision) {
     // Instantiate explosion at the impact point and rotate the explosion
     // so that the y-axis faces along the surface normal
     var contact : ContactPoint = collision.contacts[0];
     var rotation = Quaternion.FromToRotation(Vector3.forward, contact.normal);
     Instantiate (explosion, contact.point, rotation);
     transform.Translate(Vector3.up * Time.deltaTime);
 
     // And kill our selves
     Kill ();    
 }
 
 function Kill () {
     // Stop emitting particles in any children
     var emitter : ParticleEmitter= GetComponentInChildren(ParticleEmitter);
     if (emitter)
         emitter.emit = false;
 
     // Detach children - We do this to detach the trail rendererer which should be set up to auto destruct
     transform.DetachChildren();
         
     // Destroy the projectile
     Destroy(gameObject);
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Berenger · Feb 21, 2012 at 10:10 PM

What is that function Physics.Rocket ?

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image goosoodude · Feb 22, 2012 at 06:38 PM 0
Share

I didn't know what exactly I was doing...

avatar image Berenger · Feb 22, 2012 at 06:48 PM 0
Share

That might be your problem then ^^

I think you want to use either Physics.OverlapSphere (it returns an array with every collider in the sphere you give in argument) Or Physics.Raycast (Cast a ray in a direction and tells if it collided with something, and give you infos if it did).

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Handling Projectiles in a Multiplayer Environment 0 Answers

How to make the enemy choose only one cover? 1 Answer

Please tell me what is wrong with this Projectile.js file 1 Answer

FPS Problem Help! 0 Answers

How can I achieve precise projectile shooting towards the crosshair in Unity? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges