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Question by Marsallima · Nov 23, 2011 at 02:57 PM · animationfpsgunweaponreload

Switch Weapon Script Not taking effect HELP!!

Guys i trying to make a script of switch of Weapon, but not are taking effect :/ Here the script:

 public var PrimaryWeapon : GameObject;
 
 public var SecondaryWeapon : GameObject;
 

function Update () {

 //if(Input.GetAxis ("Mouse ScrollWheel") > 0){ //Frente
 if(Input.GetKeyDown ("1")){
 PrimaryWeapon.active = true;
 SecondaryWeapon.active = false;
 }
 
 //if(Input.GetAxis ("Mouse ScrollWheel") < 0){ //Tras
 if(Input.GetKeyDown ("2")){
 SecondaryWeapon.active = true;
 PrimaryWeapon.active = false;
 }

}

What i change for the script work? :/ thanks.

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avatar image cj_coimbra · Nov 23, 2011 at 04:24 PM 0
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Try .enabled ins$$anonymous$$d of .active

avatar image SkaredCreations · Nov 23, 2011 at 05:05 PM 0
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.enabled is deprecated and shouldn't be used any more, active is fine but I think (as I wrote in my answer, but it still has to be approved by a moderator here) that his weapons are not single gameobjects and are made of children so he should use PrimaryWeapon.SetActiveRecursively() ins$$anonymous$$d of just setting active on the root objects

avatar image LegionIsTaken · Nov 23, 2011 at 05:11 PM 0
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Also when writing in JavaScript there is no need to use public variables. That is only C#(I don't know about Boo).

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Answer by SkaredCreations · Nov 23, 2011 at 05:10 PM

I suppose that in Hierarchy you dragged the correct GameObjects to those variables (that is the GOs that you have inside the scene, and not a plain prefab from your Project), so it could be possible that your weapons aren't a single gameObject but contain children for the meshes/bones, so you can try to use SetActiveRecursively() instead of setting active only on the root objects (because of course it only acts on the root object itself and not on its children).

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avatar image Marsallima · Nov 23, 2011 at 11:05 PM 0
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Thanks dude!

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Answer by Mox.du · Nov 23, 2011 at 05:29 PM

This seems to be a bug. You probably attached your script to the camera. Attach it to some game object and it will work.

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avatar image LegionIsTaken · Nov 23, 2011 at 05:57 PM 0
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Implying that the camera isn't a gameObject? :)

Nah, just pulling your leg mate ;)

avatar image Marsallima · Nov 23, 2011 at 10:34 PM 0
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not work, i put in some weapon and not work :/

avatar image Mox.du · Nov 24, 2011 at 12:11 AM 0
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Don`t put it on weapon that you use active false. $$anonymous$$ake New Game Object and put it there.

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