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Radar Script Errors
Hello,
I downloaded a radar Script Package from PsychicParrot and I get the folllowing errors: The Actual Script is below the errors. Does anyone know if this is a probem with Unity 3 because it appears that this script works for almost everyone else? Thank you, Scott` Assets/Radar/Radar.js(35,9): BCE0005: Unknown identifier: 'bX'.
(Filename: Assets/Radar/Radar.js Line: 35)
Assets/Radar/Radar.js(36,9): BCE0005: Unknown identifier: 'bY'.
(Filename: Assets/Radar/Radar.js Line: 36)
Assets/Radar/Radar.js(46,9): BCE0005: Unknown identifier: 'centerPos'.
(Filename: Assets/Radar/Radar.js Line: 46)
Assets/Radar/Radar.js(47,9): BCE0005: Unknown identifier: 'extPos'.
(Filename: Assets/Radar/Radar.js Line: 47)
Assets/Radar/Radar.js(50,9): BCE0005: Unknown identifier: 'dist'.
(Filename: Assets/Radar/Radar.js Line: 50)
Assets/Radar/Radar.js(52,9): BCE0005: Unknown identifier: 'dx'.
(Filename: Assets/Radar/Radar.js Line: 52)
Assets/Radar/Radar.js(53,9): BCE0005: Unknown identifier: 'dz'.
(Filename: Assets/Radar/Radar.js Line: 53)
Assets/Radar/Radar.js(56,9): BCE0005: Unknown identifier: 'deltay'.
(Filename: Assets/Radar/Radar.js Line: 56)
Assets/Radar/Radar.js(59,9): BCE0005: Unknown identifier: 'bX'.
(Filename: Assets/Radar/Radar.js Line: 59)
Assets/Radar/Radar.js(60,9): BCE0005: Unknown identifier: 'bY'.
(Filename: Assets/Radar/Radar.js Line: 60)
Assets/Radar/Radar.js(62,9): BCE0005: Unknown identifier: 'bX'.
(Filename: Assets/Radar/Radar.js Line: 62)
Assets/Radar/Radar.js(63,9): BCE0005: Unknown identifier: 'bY'.
(Filename: Assets/Radar/Radar.js Line: 63)
Assets/Radar/Radar.js(65,12): BCE0005: Unknown identifier: 'dist'.
(Filename: Assets/Radar/Radar.js Line: 65)
Assets/Radar/Radar.js(67,45): BCE0005: Unknown identifier: 'bX'.
(Filename: Assets/Radar/Radar.js Line: 67)
Assets/Radar/Radar.js(67,60): BCE0005: Unknown identifier: 'bY'.
(Filename: Assets/Radar/Radar.js Line: 67)
Here is the Actual Script @script ExecuteInEditMode() // radar! by PsychicParrot, adapted from a Blitz3d script found in the public domain online somewhere ..
//Modified by Dastardly Banana to add radar size configuration, different colors for enemies in different states (patrolling or chasing), ability to move radar to either one of 9 preset locations or to custom location.
//some lines are particular to our AI script, you will need to change "EnemyAINew" to the name of your AI script, and change "isChasing" to the boolean within that AI script that is true when the enemy is active/can see the player/is chasing the player.
var blip : Texture; // texture to use when the enemy isn't chasing var blipChasing : Texture; //When Chasing var radarBG : Texture;
var centerObject : Transform; var mapScale = 0.3; var mapSizePercent = 15;
var checkAIscript : boolean = true; var enemyTag = "Enemy";
enum radarLocationValues {topLeft, topCenter, topRight, middleLeft, middleCenter, middleRight, bottomLeft, bottomCenter, bottomRight, custom} var radarLocation : radarLocationValues = radarLocationValues.bottomLeft;
private var mapWidth : float; private var mapHeight : float; private var mapCenter : Vector2; var mapCenterCustom : Vector2;
function Start () { setMapLocation();
}
function OnGUI () { // GUI.matrix = Matrix4x4.TRS (Vector3.zero, Quaternion.identity, Vector3(Screen.width / 600.0, Screen.height / 450.0, 1));
// Draw player blip (centerObject)
bX=centerObject.transform.position.x * mapScale;
bY=centerObject.transform.position.z * mapScale;
GUI.DrawTexture(Rect(mapCenter.x - mapWidth/2,mapCenter.y-mapHeight/2,mapWidth,mapHeight),radarBG);
// Draw blips for Enemies
DrawBlipsForEnemies();
}
function drawBlip(go,aTexture){
centerPos=centerObject.position;
extPos=go.transform.position;
// first we need to get the distance of the enemy from the player
dist=Vector3.Distance(centerPos,extPos);
dx=centerPos.x-extPos.x; // how far to the side of the player is the enemy?
dz=centerPos.z-extPos.z; // how far in front or behind the player is the enemy?
// what's the angle to turn to face the enemy - compensating for the player's turning?
deltay=Mathf.Atan2(dx,dz)*Mathf.Rad2Deg - 270 - centerObject.eulerAngles.y;
// just basic trigonometry to find the point x,y (enemy's location) given the angle deltay
bX=dist*Mathf.Cos(deltay * Mathf.Deg2Rad);
bY=dist*Mathf.Sin(deltay * Mathf.Deg2Rad);
bX=bX*mapScale; // scales down the x-coordinate so that the plot stays within our radar
bY=bY*mapScale; // scales down the y-coordinate so that the plot stays within our radar
if(dist<=mapWidth*.5/mapScale){
// this is the diameter of our largest radar circle
GUI.DrawTexture(Rect(mapCenter.x+bX,mapCenter.y+bY,4,4),aTexture);
}
}
function DrawBlipsForEnemies(){ //You will need to replace isChasing with a variable from your AI script that is true when the enemy is chasing the player, or doing watever you want it to be doing when it is red on the radar.
//You will need to replace "EnemyAINew with the name of your AI script
// Find all game objects tagged Enemy
var gos : GameObject[];
gos = GameObject.FindGameObjectsWithTag(enemyTag);
var distance = Mathf.Infinity;
var position = transform.position;
// Iterate through them and call drawBlip function
for (var go : GameObject in gos) {
var blipChoice : Texture = blip;
if(checkAIscript){
var aiScript : EnemyAI = go.GetComponent("EnemyAI");
if(aiScript.isChasing)
blipChoice = blipChasing;
}
drawBlip(go,blipChoice);
}
}
function setMapLocation () { mapWidth = Screen.width*mapSizePercent/100.0; mapHeight = mapWidth;
//sets mapCenter based on enum selection
if(radarLocation == radarLocationValues.topLeft){
mapCenter = Vector2(mapWidth/2, mapHeight/2);
} else if(radarLocation == radarLocationValues.topCenter){
mapCenter = Vector2(Screen.width/2, mapHeight/2);
} else if(radarLocation == radarLocationValues.topRight){
mapCenter = Vector2(Screen.width-mapWidth/2, mapHeight/2);
} else if(radarLocation == radarLocationValues.middleLeft){
mapCenter = Vector2(mapWidth/2, Screen.height/2);
} else if(radarLocation == radarLocationValues.middleCenter){
mapCenter = Vector2(Screen.width/2, Screen.height/2);
} else if(radarLocation == radarLocationValues.middleRight){
mapCenter = Vector2(Screen.width-mapWidth/2, Screen.height/2);
} else if(radarLocation == radarLocationValues.bottomLeft){
mapCenter = Vector2(mapWidth/2, Screen.height - mapHeight/2);
} else if(radarLocation == radarLocationValues.bottomCenter){
mapCenter = Vector2(Screen.width/2, Screen.height - mapHeight/2);
} else if(radarLocation == radarLocationValues.bottomRight){
mapCenter = Vector2(Screen.width-mapWidth/2, Screen.height - mapHeight/2);
} else if(radarLocation == radarLocationValues.custom){
mapCenter = mapCenterCustom;
}
} `
Answer by Julien-Lynge · Aug 23, 2011 at 05:15 PM
Scott, If you're just going to copy your whole script here (and not even bother to format it!) and expect someone else to debug it you're not going to make it long on Unity Answers.
That being said, your error messages are pretty straightforward: your variables aren't actually defined anywhere, they're just used. Your script never specifies var bX : float; (for instance), it just starts assigning things to it.
Answer by scottfredeman · Aug 23, 2011 at 05:42 PM
Thank you,
I used the Insert script feature but it still made a mess of it. Sorry about that.
Thank you for the answer, I will define the variables.
Scott
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