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Question by wesley · May 10, 2011 at 02:58 PM ·

script problems....

hey guys whats wrong with this script my script doesnt work i wanna make it so that when my 1 weapon gets destroyed by a damage reciever if its destroyed wapon 2 becomes 1 so weapon 2 is now weapon 1 i want the script to automaticaly go to the new 1 weapon so i dont have to push 6 again

function Start () { // Select the first weapon SelectWeapon(0); }

function Update () { // Did the user press fire? if (Input.GetButton ("Fire1")) BroadcastMessage("Fire");

 if (Input.GetKeyDown("5")) {
     SelectWeapon(0);
 }       
 if (Input.GetKeyDown("6")) {
     SelectWeapon(1);
 }
 else if (gameObject.Destroy(gameObject);
      SelectWeapon(1);
 }   

}

function SelectWeapon (index : int) { for (var i=0;i<transform.childCount;i++) { // Activate the selected weapon if (i == index) transform.GetChild(i).gameObject.SetActiveRecursively(true); // Deactivate all other weapons else transform.GetChild(i).gameObject.SetActiveRecursively(false); } }

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Answer by Aldwoni_legacy · May 10, 2011 at 03:04 PM

if SelectWeapon(0) is destroyed, doesn't SelectWeapon(1) automaticly change to SelectWeapon(0)?

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avatar image wesley · May 10, 2011 at 03:18 PM 0
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it still doenst work

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Answer by Bunny83 · May 10, 2011 at 03:29 PM

This part it total FUBAR:

else if (gameObject.Destroy(gameObject);
     SelectWeapon(1);
}

  • The else doesn't make much sense here
  • Destroy is a function that destroys the object and it has no return value that can be compared, so it's comletely wrong inside an if statement
  • the if statement doesn't have a closing bracket
  • no semicolon after an if statement
  • you have a closing curly bracket but no opening

Beside those "little" errors if one of the weapons is gone the index of the second weapon will change since the old index-0 is gone.

There's no good way to detect if an object has been destroyed since it's gone. You should keep a seperate list of your weapons. These references turn null if the object has been destroyed.

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