• 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 /
  • Help Room /
avatar image
Question by pero123123 · Oct 26, 2015 at 12:39 PM · collidertriggerspawncaptureflag

Flag capture with spawning and destroying gameObject

Im trying to make a flag with trigger function so when player(blue) comes close to flag, he triggers timer (0-100) and when timer comes to 100 gameobject is spawned, and when red player comes and captures the flag, blue players gameObject is destroyed and red player gets his gameObject spawn somewhere. I have 2 scripts capture controller and flagcapture this is my capture controller script

 #pragma strict
 
 var blueTeam : boolean = false;
 var redTeam : boolean = false;
 
 private var redcapturePerc : float = 0;
 private var bluecapturePerc : float = 0;
 
 //FLAGS
 var flagRed : GameObject;
 var flagBlue : GameObject;
 var flagNeutral : GameObject;
 
 //Particles
 var mistRed : GameObject;
 var mistBlue : GameObject;
 var mistNeutral : GameObject;
 
 function Start()
 {
     flagRed.GetComponent(MeshRenderer).enabled = false;
     flagBlue.GetComponent(MeshRenderer).enabled = false;
     flagNeutral.GetComponent(MeshRenderer).enabled = true;
     
     mistRed.GetComponent(Renderer).enabled = false;
     mistBlue.GetComponent(Renderer).enabled = false;
     mistNeutral.GetComponent(Renderer).enabled = true;
 }
 
 function Update()
 {
     if(blueTeam == true)
     {
         bluecapturePerc += Time.deltaTime * 20;
         redcapturePerc -= Time.deltaTime * 20;
     }
     
     if(redTeam == true)
     {
         redcapturePerc += Time.deltaTime * 20;
         bluecapturePerc -= Time.deltaTime * 20;
     }
     
     if(redTeam == true && blueTeam == true)
     {
         redcapturePerc = redcapturePerc;
         bluecapturePerc = bluecapturePerc;
     }
     
     if(redcapturePerc >= 100)
     {
         redcapturePerc = 100;
         flagRed.GetComponent(MeshRenderer).enabled = true;
         flagBlue.GetComponent(MeshRenderer).enabled = false;
         flagNeutral.GetComponent(MeshRenderer).enabled = false;
         
         mistRed.GetComponent(Renderer).enabled = true;
         mistBlue.GetComponent(Renderer).enabled = false;
         mistNeutral.GetComponent(Renderer).enabled = false;
     }
     
     if(bluecapturePerc >= 100)
     {
         bluecapturePerc = 100;
         flagRed.GetComponent(MeshRenderer).enabled = false;
         flagBlue.GetComponent(MeshRenderer).enabled = true;
         flagNeutral.GetComponent(MeshRenderer).enabled = false;
         
         mistRed.GetComponent(Renderer).enabled = false;
         mistBlue.GetComponent(Renderer).enabled = true;
         mistNeutral.GetComponent(Renderer).enabled = false;
     }
     
     if(redcapturePerc <= 50 && bluecapturePerc <= 51)
     {
         flagRed.GetComponent(MeshRenderer).enabled = false;
         flagBlue.GetComponent(MeshRenderer).enabled = false;
         flagNeutral.GetComponent(MeshRenderer).enabled = true;
         
         mistRed.GetComponent(Renderer).enabled = false;
         mistBlue.GetComponent(Renderer).enabled = false;
         mistNeutral.GetComponent(Renderer).enabled = true;
     }
     
     if(redcapturePerc <= 0)
     {
         redcapturePerc = 0;
     }
     
     if(bluecapturePerc <= 0)
     {
         bluecapturePerc = 0;
     }
 }
 
 function OnGUI()
 {
     GUI.Box(Rect(10, 10, 300, 25),"Red Cap" + " " + redcapturePerc.ToString("0") + " " + "Blue Cap" + " " + bluecapturePerc.ToString("0"));
 }


and this is my flag script

 #pragma strict
 var spawnblue : Transform;        
 var prefabblue : GameObject;
 var spawnred : Transform;        
 var prefabred : GameObject;
 private var capController : CaptureController;
 
 function Start()
 {
 
 capController = GameObject.Find("CaptureCollider").GetComponent(CaptureController);
 
 }
 
 function OnTriggerEnter(Col : Collider)
 {
      
     if(Col.tag == "BlueTeam")
  {
     {
      Instantiate(prefabblue, spawnblue.position, spawnblue.rotation);
  }
     {
         capController.blueTeam = true;
     }
   }
     if(Col.tag == "RedTeam")
     {
     {
      Instantiate(prefabred, spawnred.position, spawnred.rotation);
  }
     {
         capController.redTeam = true;
     }
     }
 }
 
 function OnTriggerExit(Col : Collider)
 {
     if(Col.tag == "BlueTeam")
     {
     {
       Destroy(prefabblue);
       }
     {
         capController.blueTeam = false;
     }
     }
     
     if(Col.tag == "RedTeam")
     {
     { 
       Destroy(prefabred);
       }
     {
         capController.redTeam = false;
     }
     }
 }
Comment

People who like this

0 Show 0
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

0 Replies

  • Sort: 

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta on June 13. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

32 People are following this question.

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

Related Questions

Spawning with trigger 2 Answers

,Jump Mechanic - isGrounded using enter- and exitOnCollision - isGrounded stays false when touching floor object from side. 0 Answers

How to delete one Gameobject in a Trigger? 0 Answers

Make Circles not overlap using trigger collider 1 Answer

Navmeshagent treats triggers like colliders 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