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Question by Julian-Dicken · Feb 05, 2016 at 02:30 AM · collisionraycastingteleporting

Player teleports in a random direction

Made a script for interacting with an object called AmmoBox ... What the scripts SHOULD do : Spawn a bullet, test if the bullet hit the ammobox , if yes destroy the bullet and refill some ammo What the script isnt doing : Destroying the bullet What the scipt SHOULDNT do : Teleport the player -.- >.<

Script : Interaction Spawner :

using UnityEngine; using System.Collections;

public class InteractionSpawn : MonoBehaviour {

 public GameObject InteractionSpawner;
 public GameObject InteractionController;
 public GameObject Player;

 void Start()
 {

 }


 void Update()
 {

     if (Input.GetKeyDown("e"))
     {
         Instantiate(InteractionController, transform.position, transform.rotation);
     }
 }

} Script 2 : The Interactors "Physics"

using UnityEngine; using System.Collections;

public class InteractionScript : MonoBehaviour { public GameObject Interacter; public GameObject Player;

 public float range = 0.7f;
 public float speed = 0.5f;
 public float AmmoSupply = 32;

 RaycastHit hit;

 // Use this for initialization
 void Start()
 {

 }

 // Update is called once per frame
 void Update()
 {
     range -= 0.1f;
     if (range <= 0)
     {
         Destroy(Interacter);
     }
     transform.Translate(0, 0, speed);
 }
 void FixedUpdate()
 {
     if (Input.GetKeyDown("e"))
     {
         Shooting AmmoReload = Player.GetComponent<Shooting>();
         Ray ray = new Ray(transform.position, transform.forward);
         if (Physics.Raycast(ray, out hit, range))
         {

             if (hit.transform.tag == "AmmoSupply")
             {
                 AmmoReload.AmmoInInventory += AmmoSupply;
                 range = 0.1f;
             }

         }
     }
 }

}

Script 3 : The ammo box

using UnityEngine; using System.Collections;

public class AmmoPickup : MonoBehaviour { public GameObject Player; public GameObject AmmoBox; public GameObject destroyer;

 public float AmmoRestore = 32;
 

 void Start()
 {
     
 }


 void Update()
 {

 }
 void OnCollisionEnter(Collision other)
 {
     Shooting Ammo = Player.GetComponent<Shooting>();
     if (other.gameObject.tag == "Interacter")
     {
         Ammo.AmmoInInventory += AmmoRestore;
         destroyer.active = true;
     }
 }

}

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