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Question by Ajaxx84 · Sep 09, 2011 at 11:34 PM · collisioncolliderenemydamage

Damage on collision with player..

I have been working on a script for my Enemy AI that I want to lock onto the player, chase it and if it collides with it deals damage to the player. as of right now it is locking on and chasing just fine but when it collides it is not dealing damage. Any idea what I did wrong? (also if any advice can be given as far as to put a timer on how often the collision damage can occur that would be great)

UPDATED SCRIPTS

Enemy Parent

 var HP = 100;
 var runSpeed : float = 5;
 var target : Transform; 
 
 private var controller : CharacterController;
 
 var isChasing : boolean;
 var seeDistance : float = 20;
 
     function Awake(){
     
     controller = transform.GetComponent(CharacterController); 
 
     var playerCount : int = Network.connections.Length +1;
     }     
 
     function Update () {
         
     var tempTarget : Transform = GameObject.Find("Player").transform;
         if (!target){
             if (tempTarget){
             target = tempTarget;
             }
         }
         
     if (target) {     
         var forward : Vector3 = transform.TransformDirection(Vector3.forward);        
         
         transform.LookAt(target);
         transform.rotation.x = 0;
         transform.rotation.z = 0;
         controller.SimpleMove(forward * runSpeed);
         
         var gos : GameObject[];
     gos = GameObject.FindGameObjectsWithTag("Player"); 
     
     var thePlayer:GameObject = gos[0];
     var dist = Vector3.Distance(thePlayer.transform.position,transform.position);
     
     if(dist<seeDistance){
         isChasing= true;
     } else {
         isChasing=false;
     }
         
         }
     }
     
     function ApplyDamage (damage : int) {
         HP -= damage;
         
         if (HP < 1){
             Die();
         }
     }
 
     function Die(){
         Destroy(gameObject);
         gameObject.Find("Player").SendMessage ("Heal", 10);
     }
     
     @script RequireComponent(CharacterController)


Enemy C$$anonymous$$ld

 var damage = 10;
 var $$anonymous$$tDelay : float = 0.5;
 private var nextHitAllowed : float;
 
 function OnTriggerEnter (col : Collider) {
     if(col.gameObject.tag == "Player"){
         if(Time.time > nextHitAllowed){
             SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
             nextHitAllowed = Time.time + $$anonymous$$tDelay;
     Debug.Log("Hit Player");
         }
     }
 }

Player Script (the one that deals with health and death)

 static var health : float = 100;
 var maxHealth = 100;
 var degen : float = 1;
 
 
 function Update(){
 
         ApplyDamage(degen*Time.deltaTime);
         HealthManager.$$anonymous$$tPoints = CharacterDamage.health;
     }
 
 
 function ApplyDamage (amount : float){
 
     health -= amount;
     if(health < 1)
         Die();
 }
 
 function Die(){
     Application.LoadLevel (0);
     }
 
 function Heal(points : float) {
     health = Mathf.Min(100.0, health + points);
     }

Edit Note : Also I noticed that my line CharacterDamage.health += 10; allows for the health value to go over 100 (I assume simply by increasing the number rather then healing? What would I need to do to fix t$$anonymous$$s? I am assuming it is somet$$anonymous$$ng along the lines of SendMessage("Heal", 10.0, SendMessageOptions.DontRequireReceiver); and adding a heal function to the player?

thanks in advance.

Update : After using Debug.Log I have realized that there is no collision being detected and I have no reason why. Any thoughts on t$$anonymous$$s may solve the issue of not taking damage.

Update 2 : I have solved the healing upon enemy death but can still not get the collission to be detected to apply damage.

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avatar image nonaxanon · Feb 18, 2012 at 12:35 AM 0
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Answer by PrimeDerektive · Sep 10, 2011 at 02:52 AM

OnCollisionEnter() is a rigidbody method, not CharacterController. Even if you add a Rigidbody to your CharacterController object, its wonky at best, they're not really designed to be used together and that's more of a hack.

You could:

-Use OnControllerColliderHit() instead of OnCollisionEnter(). OnControllerColliderHit() is similar to OnCollisionEnter() but for CharacterControllers, except it only fires when t$$anonymous$$s CharacterController is performing a Move command (so if the player runs into the enemy and the enemy isn't moving, OnControllerColliderHit() won't fire on the enemy [but it will fire on the player, because he was obviously moving])

-Make your enemies rigidbodies instead of CharacterControllers (and then use translation/force/velocity instead of move commands)

-Parent a GameObject to the enemy with no renderer and a sphere collider set to be a trigger, and have that send damage messages with OnTriggerEnter().

Edit: Oh, and as for the timer, just make sure that Time.time is greater than the time of the last $$anonymous$$t + the delay you want between $$anonymous$$ts:

var $$anonymous$$tDelay : float = 0.5; private var nextHitAllowed : float;

function OnCollisionEnter (col : Collision) { if(col.gameObject.tag == "Player"){ if(Time.time > nextHitAllowed){ SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); nextHitAllowed = Time.time + $$anonymous$$tDelay; } } }

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avatar image Ajaxx84 · Sep 10, 2011 at 03:26 AM 0
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avatar image PrimeDerektive · Sep 10, 2011 at 03:33 AM 0
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avatar image PrimeDerektive · Sep 10, 2011 at 03:34 AM 0
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avatar image Ajaxx84 · Sep 10, 2011 at 04:10 PM 0
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Answer by simonheartscake · Feb 20, 2012 at 03:23 AM

The way I do it is I have a collision detection on the player and if it collides with an enemy then I call a LooseHealth function. as for looking and and moving too I use the LookAt function in mono-develop and and add a forward force.

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