• 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 /
avatar image
Question by Michael 12 · Apr 25, 2011 at 02:11 PM · missingreferenceexceptionparticleemittermachinegunbullet-marks

Modified Machine Gun Script Error

OK I have been looking for weeks now for a way to have my weapons emit different particles when they $$anonymous$$t differenty game objects. and on the Unity forum I found t$$anonymous$$s:

var SparkEmitter: GameObject; var BloodEmitter: GameObject; var DirtEmitter: GameObject; var range = 100.0; var fireRate = 0.05; var force = 10.0; var damage = 5.0; var bulletsPerClip = 40; var clips = 20; var reloadTime = 0.5; private var $$anonymous$$tParticles : ParticleEmitter; var muzzleFlash : Renderer;

private var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1;

function Start() { var direction = transform.TransformDirection(Vector3.forward); var $$anonymous$$t : RaycastHit; if (Physics.Raycast (transform.position, direction, $$anonymous$$t, range)){ print ("I'm looking at " + $$anonymous$$t.transform.name); } else { print ("I'm looking at not$$anonymous$$ng!"); } DirtParticles = DirtEmitter.GetComponent(ParticleEmitter); BloodParticles = BloodEmitter.GetComponent(ParticleEmitter); SparkParticles = SparkEmitter.GetComponent(ParticleEmitter);

 // We don't want to emit particles all the time, only when we $$anonymous$$t somet$$anonymous$$ng.
 if (DirtParticles)
     DirtParticles.emit = false;



 // We don't want to emit particles all the time, only when we $$anonymous$$t somet$$anonymous$$ng.
 if (BloodParticles)
     BloodParticles.emit = false;



 // We don't want to emit particles all the time, only when we $$anonymous$$t somet$$anonymous$$ng.
 if (SparkParticles)
     SparkParticles.emit = false;
 bulletsLeft = bulletsPerClip;

}

function LateUpdate() { if (muzzleFlash) { // We shot t$$anonymous$$s frame, enable the muzzle flash if (m_LastFrameShot == Time.frameCount) { muzzleFlash.transform.localRotation = Quaternion.AxisAngle(Vector3.forward, Random.value); muzzleFlash.enabled = true;

         if (audio)
         {
             if (!audio.isPlaying)
                 audio.Play();
             audio.loop = true;
         }
     }
     // We didn't, disable the muzzle flash
     else
     {
         muzzleFlash.enabled = false;
         enabled = false;

         // Play sound
         if (audio)
         {
             audio.loop = false;
         }
     }
 }

}

function Fire () { if (bulletsLeft == 0) return;

 // If there is more than one bullet between the last and t$$anonymous$$s frame
 // Reset the nextFireTime
 if (Time.time - fireRate > nextFireTime)
     nextFireTime = Time.time - Time.deltaTime;

 // Keep firing until we used up the fire time
 w$$anonymous$$le( nextFireTime < Time.time && bulletsLeft != 0)
 {
     FireOneShot();
     nextFireTime += fireRate;
 }

}

function FireOneShot (){

     DirtParticles = DirtEmitter.GetComponent(ParticleEmitter);
    BloodParticles = BloodEmitter.GetComponent(ParticleEmitter);
     SparkParticles = SparkEmitter.GetComponent(ParticleEmitter);
 var direction = transform.TransformDirection(Vector3.forward);
 var $$anonymous$$t : RaycastHit;

 // Did we $$anonymous$$t anyt$$anonymous$$ng?
 if (Physics.Raycast (transform.position, direction, $$anonymous$$t, range))
 {
     // Apply a force to the rigidbody we $$anonymous$$t
     if ($$anonymous$$t.rigidbody)
         $$anonymous$$t.rigidbody.AddForceAtPosition(force * direction, $$anonymous$$t.point);

     // Place the particle system for spawing out of place where we $$anonymous$$t the surface!
     // And spawn a couple of particles
     if (DirtParticles&&$$anonymous$$t.collider.transform.CompareTag("Ground"))
     {
         DirtParticles.transform.position = $$anonymous$$t.point;
         DirtParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, $$anonymous$$t.normal);
         DirtParticles.Emit();
     }
     if (BloodParticles&&$$anonymous$$t.collider.transform.CompareTag("alienZombie"))
     {
         BloodParticles.transform.position = $$anonymous$$t.point;
         BloodParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, $$anonymous$$t.normal);
         BloodParticles.Emit();
     }
    if (SparkParticles&&$$anonymous$$t.collider.transform.CompareTag("Metal"))
     {
         SparkParticles.transform.position = $$anonymous$$t.point;
         SparkParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, $$anonymous$$t.normal);
         SparkParticles.Emit();
     }
     // Send a damage message to the $$anonymous$$t object          
     $$anonymous$$t.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
 }

 bulletsLeft--;

 // Register that we shot t$$anonymous$$s frame,
 // so that the LateUpdate function enabled the muzzleflash renderer for one frame
 m_LastFrameShot = Time.frameCount;
 enabled = true;

 // Reload gun in reload Time        
 if (bulletsLeft == 0)
     Reload();           

}

function Reload () {

 // Wait for reload time first - then add more bullets!
 yield WaitForSeconds(reloadTime);

 // We have a clip left reload
 if (clips > 0)
 {
     clips--;
     bulletsLeft = bulletsPerClip;
 }

}

function GetBulletsLeft () { return bulletsLeft; }

BUT I get t$$anonymous$$s error message: MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. Mac$$anonymous$$neGun.FireOneShot () (at Assets/WeaponScripts/Mac$$anonymous$$neGun.js:104) Mac$$anonymous$$neGun.Fire () (at Assets/WeaponScripts/Mac$$anonymous$$neGun.js:95) UnityEngine.Component:BroadcastMessage(String) PlayerWeapons:Update() (at Assets/WeaponScripts/PlayerWeapons.js:10)

WHY? To the bet of my knowledge I have set it up exaxtly the way he has it in $$anonymous$$s sample project with the small exception that I'm naturally using my own particle emiters??? WTF WTF WTF Man t$$anonymous$$s crap frustrates me!!

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

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Particle Emitter error, Missing reference exception. 1 Answer

Waterfall particle system 2 Answers

How to create 3D particle effect? 1 Answer

Script problems in AI, PlayerWeapons & MachineGun 0 Answers

Why are my (null) scripts receiving events? 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