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Question by TyrantKoala · Jul 25, 2017 at 09:16 PM · networkingraycastfpsshootingnetwork.instantiate

my game isnt taking damage when a raycast hits?

 Here is my Gun Script,
 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 
 public class Gun : NetworkBehaviour
 {
 
     public float damage = 10f;
     public float range = 100f;
     public float impactForce = 30f;
     public float firerate = 15f;
 
     public int MaxAmmo = 10;
     private int currentAmmo;
     public float reloadTime = 5f;
     private bool isReloading = false;
 
 
     public Camera fpsCam;
     public ParticleSystem HitAnime;
     public GameObject ImpactEffect;
     public Animator animator;
     private float nextTimeToFire = 0f;
     // Update is called once per frame
     private void Start()
     {
         currentAmmo = MaxAmmo;
     }
     private void OnEnable()
     {
         isReloading = false;
         animator.SetBool("Reloading", false);
     }
     void Update()
     {
         if (isReloading)
             return;
 
         if (currentAmmo <= 0)
         {
             StartCoroutine(Reload());
             return;
         }
         if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire)
         {
             nextTimeToFire = Time.time + 1f / firerate;
             Shoot();
         }
     }
     IEnumerator Reload ()
     {
         isReloading = true;
         Debug.Log("Reloading...");
         animator.SetBool("Reloading", true);
         yield return new WaitForSeconds(reloadTime);
             currentAmmo = MaxAmmo;
         isReloading = false;
         animator.SetBool("Reloading", false);
     }
 
     void Shoot()
     {
         currentAmmo--;
         RaycastHit hit;
 
         if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
         {
             Debug.Log(hit.transform.name);
 
             Target target = hit.transform.GetComponent<Target>();
             if (target != null)
             {
                 target.TakeDamage(damage);
                 HitAnime.Play();
             }
 
             {
                 var hitPlayer = hit.collider.gameObject;
                 CmdDoShotSomeone(gameObject, hitPlayer);
             }
         }
     
 
             
             if (hit.rigidbody != null)
             {
                 hit.rigidbody.AddForce(hit.normal * impactForce);
             }
             GameObject ImpactGO = Instantiate(ImpactEffect, hit.point, Quaternion.LookRotation(hit.normal));
             Destroy(ImpactGO, 2f);
         }
 
     [Command]
     void CmdDoShotSomeone(GameObject fromPlayer, GameObject hitPlayer)
     {
         hitPlayer.GetComponent<Health>().TakeDamage(fromPlayer);
         Debug.Log("hit player");
     }
 }
 
 Here is my health script `using UnityEngine;

using System.Collections; using UnityEngine.Networking;

public class Health : NetworkBehaviour { [SyncVar(hook = "OnHealthChanged")] public int health; [SyncVar] Vector3 respawnPos;

 public override void OnStartLocalPlayer()
 {
     CmdSetHealth(100);
 }

 [Command]
 void CmdSetHealth(int newHealth)
 {
     health = newHealth;
 }

 [Server]
 public void TakeDamage(GameObject fromPlayer)
 {
     health = Mathf.Max(health - 10, 0);

     if (health <= 0)
     {
         DoDeath();
     }
 }

 [Server]
 void DoDeath()
 {
     respawnPos = GetRandomSpawnPoint();
     RpcHandlePlayerDeath();
 }

 [Server]
 Vector3 GetRandomSpawnPoint()
 {
     var spawnPoints = NetworkManager.singleton.startPositions;
     return spawnPoints[Random.Range(0, spawnPoints.Count)].position;
 }

 [ClientRpc]
 void RpcHandlePlayerDeath()
 {
     if (isLocalPlayer)
     {
         transform.position = respawnPos;
         CmdSetHealth(100);
     }
 }


 void OnHealthChanged(int newHealth)
 {
     health = newHealth;


     if (isLocalPlayer)
     {
         HUD.instance.DisplayHealth(health);
     }
 }

}`

Any help is greatly appreciated knowing that I am a noob :)

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avatar image jmgek · Jul 25, 2017 at 09:29 PM 0
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Try and trim your code, no one want's to sift though 150+ lines to figure out what exactly your issue is.

avatar image bobisgod234 · Jul 26, 2017 at 01:16 AM 0
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You have a bunch of debug.log statements already in there. Are any of them being printed in the console, and if so, which ones?

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Answer by TyrantKoala · Jul 27, 2017 at 02:23 PM

The debug shows the raycat hitting something. But it never takes damage or kills the player from the server. @bobisgod234

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avatar image Salanyel · Jul 27, 2017 at 02:52 PM 0
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Are you sure you are hitting the right targets ?

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