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Question by alexaaskov · Jan 30, 2015 at 04:48 PM · different objects

I can't change a boolean from another script on another object from my script

I have an object "Player" w$$anonymous$$ch can talk to other objects. When I talk I want to disable my movement abilities, but for some reason my movement doesn't disable. T$$anonymous$$s is the script (the script is on the object, w$$anonymous$$ch Player can talk to):

 var isMoving : boolean;
 var talkMessage : String[];
 var displayText : String;
 var showText : boolean;
 
 function OnGUI () {
     if(showText) {
         GUI.Label (Rect (Screen.width/2, Screen.height/10, 500 ,20), "" + displayText);
     }
 }
 
 function talk () {
     
     showText = true;
     for(var i=0;i < talkMessage.Length;i++) {
         displayText = talkMessage[i];
         yield WaitForSeconds(2);
     }
     showText = false;
 }
 
 function Update () {
     var Sprite = gameObject.GetComponent (AshAnimation);
     var other : Player1;
     other = gameObject.Find("Player").GetComponent(Player1);
 
     if(!isMoving) {
         Sprite.totalCells = 1;
     }
     
     if(showText) {
         other.disableMove = true;
     }
     else {
         other.disableMove = false;
     }
 }

Player1 is the script with the variable disableMove. For some reason it does not change the variable disableMove when I try. How can I rewrite t$$anonymous$$s so it can change the variable?

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Answer by Baste · Jan 30, 2015 at 05:09 PM

Do you have t$$anonymous$$s script on several objects in the game? Each instance of t$$anonymous$$s script that's not showing text will set the player's disableMove to false.

I'd suggest moving all of the disable move logic to the talk method, as it's related to that. That'll also make sure that only the scripts that you're actually talking to is doing somet$$anonymous$$ng with your player's ability to move.

 function talk () {
     var other : Player1;
     other = gameObject.Find("Player").GetComponent(Player1);
     other.disableMove = true;
     showText = true;

     for(var i=0;i < talkMessage.Length;i++) {
         displayText = talkMessage[i];
         yield WaitForSeconds(2);
     }

     showText = false;
     other.disableMove = false;
 }
  
 function Update () {
     var Sprite = gameObject.GetComponent (AshAnimation);
 
     if(!isMoving) {
         Sprite.totalCells = 1;
     }
 }

That should probably fix your problem. If not, then there's somet$$anonymous$$ng wrong in the player script.

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ChristianBlandford

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avatar image alexaaskov · Jan 31, 2015 at 12:41 PM 0
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I tried, but nothing change, so it is probably what you said, that something was wrong with the player script. If I should show you the player script, what part of it do you need to see then?

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