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Question by Doneyes · Aug 13, 2012 at 05:23 PM · booleanifsubtracting

How can I make this only act once?

I made a script that gets when a certain variable = true, it subtracts 300 from another variable. The only problem is that it keeps subtracting and never stops. How can I make it only subtract once when it finds that it equals false? Thanks.

 var LimbBroke : boolean = false;
 var BodyArmature : GameObject;
 var BodyMesh : GameObject;
 var Blood : GameObject;
 var SystemHealth : GameObject;
 
 function Start ()
 {
     Blood.particleEmitter.enabled = false;
 }
 
 function Update ()
 {
     if(BodyArmature.GetComponent(LimbHealth).Health == 0)
     {
         LimbBroke = true;
         BodyMesh.renderer.enabled = false;
         Blood.particleEmitter.enabled = true;
         SystemHealth.GetComponent(MainPlayerHealth).MaxHealth -= 300;
     }
     
     if(BodyArmature.GetComponent(LimbHealth).Health == 100)
     {
         LimbBroke = false;
         BodyMesh.renderer.enabled = true; 
     }
 }
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Answer by ScroodgeM · Aug 13, 2012 at 05:29 PM

replace

if(BodyArmature.GetComponent(LimbHealth).Health == 0)

with

if(BodyArmature.GetComponent(LimbHealth).Health == 0 && !LimbBroke)

or declare other variable and set it to another value on first executing, and don't execute again if variable in new state

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avatar image Doneyes · Aug 13, 2012 at 07:08 PM 0
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Ah, I see! It seems very clever even if it has been around for a long time.

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Answer by Dev Solo · Aug 13, 2012 at 06:27 PM

Change your if statement on the first one to this: it should work.

if(BodyArmature.GetComponent(LimbHealth).Health == 0 && LimbBroke == false)

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Answer by Dragonlance · Aug 13, 2012 at 06:41 PM

Do you really have to check the health every frame?

Why not have an applyDmg(float dmgValue) function.

Like this

 var LimbBroke : boolean = false;
 var BodyArmature : GameObject;
 var BodyMesh : GameObject;
 var Blood : GameObject;
 var SystemHealth : GameObject;
 
 function Start ()
 {
     LimbBroke = false;
     BodyMesh.renderer.enabled = true; 
     Blood.particleEmitter.enabled = false;
 }
 
 function Update ()
 {
 }

 public function applyDmg(healValue : float)
 {
 var health : float = BodyArmature.GetComponent(LimbHealth).Health;
 if(health > 0.0f)
 {
     health -= dmgValue;
     if(health <= 0.0f)
     {
         LimbBroke = true;
         BodyMesh.renderer.enabled = false;
         Blood.particleEmitter.enabled = true;
         SystemHealth.GetComponent(MainPlayerHealth).MaxHealth -= 300;
         BodyArmature.GetComponent(LimbHealth).Health = 0.0f;
     }
     else
     {
         BodyArmature.GetComponent(LimbHealth).Health = health;
     }
 }

}

 function applyHealing(healValue : float)
 {
 var health : float= BodyArmature.GetComponent(LimbHealth).Health;
 if(health < 100.0f)
 {
     health += healValue;
     if(LimbBroke == true && health >= 100.0f)
     {
         LimbBroke = false;
         BodyMesh.renderer.enabled = true;
         BodyArmature.GetComponent(LimbHealth).Health = 100.0f;
     }
     else
     {
         BodyArmature.GetComponent(LimbHealth).Health = health;
     }
 }

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