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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;
     }
     }
 }
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