AI not dieing from multiple gunshots!

My zombie that has the ai script won’t die from gunshots with the shooting gun script…
Any help will be appreciated.
Check out my youtube channel: http://www.youtube.com/user/Picardiastudios?feature=mhee

AI Script:

var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning

var myTransform : Transform; //current transform data of this enemy
var isNotDead : boolean = true;
var health : float = 100;
function Awake()
{
    myTransform = transform; //cache transform data for easy access/preformance
}

function Start()
{
     target = GameObject.FindWithTag("Player").transform; //target the player

}

function Update () {
	
	if(health < 10){
	
		isNotDead = false;
		animation.Play("die");
		Destroy(gameObject, 1);
	}
	
	if(isNotDead){
	
	    //rotate to look at the player
	    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
	    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
	
	
	    
	    var distance = Vector3.Distance(target.position, myTransform.position);
	    if (distance < 3.0f) {
	        animation.Play("attack1");
	    }
	    
	    else{   
	    	//move towards the player
	   		myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
	   		animation.Play("walk");
	    }

	}
}

function ApplyDamage(dmg : float){

	health -= dmg;

}

Shooting Gun Script:

#pragma strict

var Range : float = 1000;
var Force : float = 1000;

var bullets : int = 5;
var shootSound : AudioClip;

function Start () {

}

function Update () {

	if(Input.GetKeyDown(KeyCode.R)){
		
		bullets = 5;
		GameObject.Find("Gun").animation.Play("reload");
	
	}
	
	
		var hit : RaycastHit;
				
		var direction : Vector3  = transform.TransformDirection(Vector3.forward);
         
		Debug.DrawRay(transform.position , direction * Range , Color.blue);
				
			if(Input.GetMouseButtonDown(0)){
			audio.PlayOneShot(shootSound);
			bullets--;
				
				if(Physics.Raycast(transform.position , direction , hit, Range)){
				
							var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
					
							if(hit.collider.gameObject.tag == "zombie"){
				
							    //hit.rigidbody.AddForceAtPosition( direction * 100 , hit.point);
							    //hit.collider.gameObject.animation.Play("die");
					hit.collider.gameObject.SendMessage("ApplyDamage", 25);
	
								
						    }
				
				}
			}			
}

You do not need a function for dealing with damage. Just add function OnCollisionEnter(c : Collision) and if c.gameObject.tag equals to “Bullet” then we substract health

Is this the script you meant?
Where do i add this script to?
Plz comment… I’m a n00b coder…

OnCollisionEnter(c : Collision){
  if (col.gameobject.tag == "Bullet") {
      health-= col.gameObject.GetComponent<EnemyScript>().DamageAmt;
  }
}

Anyone answer my question?

I can’t, but I’m interested as to why you went the double negative option with your isNotDead variable. Checking if the enemy is dead seems a lot more intuitive to me than checking if it’s not not dead. :shock: lol