GameOver Scene

Okay so my problem is i dont know how could i make when my charachter comes to 0 hp it says Game Over. I have made new scene about gameover but i dont know what and where should i type in this script to load scene, Can u help me without telling me to read pdf files etc?

THIS IS MY SCRIPT

public var speed : float = 5.0;

var isOffScreen : boolean = false;
public var offscreenDotRange : float = 0.7;

var isVisible : boolean = false;
public var visibleDotRange : float = 0.8; // ** between 0.75 and 0.85 (originally 0.8172719)

var isInRange : boolean = false;

public var followDistance : float = 24.0;
public var maxVisibleDistance : float = 25.0;

public var reduceDistAmt : float = 3.1;

private var sqrDist : float = 0.0;

public var health : float = 100.0;
public var damage : float = 20.0;

public var enemySightedSFX : AudioClip;

private var hasPlayedSeenSound : boolean = false;

private var colDist : float = 5.0; // raycast distance in front of enemy when checking for obstacles

function Start()
{
if ( thePlayer == null )
{
thePlayer = GameObject.Find( “Player” ).transform;
}

theEnemy = transform;

}

function Update()
{
// Movement : check if out-of-view, then move
CheckIfOffScreen();

// if is Off Screen, move
if ( isOffScreen )
{
   MoveEnemy();

   // restore health
   RestoreHealth();
}
else
{
   // check if Player is seen
   CheckIfVisible();

   if ( isVisible )
   {
     // deduct health
     DeductHealth();

     // stop moving
     StopEnemy();

     // play sound only when the Man is first sighted
     if ( !hasPlayedSeenSound )
     {
      audio.PlayClipAtPoint( enemySightedSFX, thePlayer.position ); 
     }
     hasPlayedSeenSound = true; // sound has now played
   }
   else
   {
     // check max range
     CheckMaxVisibleRange();

     // if far away then move, else stop
     if ( !isInRange )
     {
      MoveEnemy();
     }
     else
     {
      StopEnemy();
     }

     // reset hasPlayedSeenSound for next time isVisible first occurs
     hasPlayedSeenSound = false;
   }
}

}

function DeductHealth()
{
// deduct health
health -= damage * Time.deltaTime;

// check if no health left
if ( health <= 0.0 )
{
   health = 0.0;
   Debug.Log( "YOU ARE OUT OF HEALTH !" );

   // Restart game here!
   // Application.LoadLevel( "GameOver" );
}

}

function RestoreHealth()
{
// deduct health
health += damage * Time.deltaTime;

// check if no health left
if ( health >= 100.0 )
{
   health = 100.0;
   //Debug.Log( "HEALTH is FULL" );
}

}

function CheckIfOffScreen()
{
var fwd : Vector3 = thePlayer.forward.normalized;
var other : Vector3 = (theEnemy.position - thePlayer.position).normalized;

var theProduct : float = Vector3.Dot( fwd, other );

if ( theProduct < offscreenDotRange )
{
   isOffScreen = true;
}
else
{
   isOffScreen = false;
}

}

function MoveEnemy()
{
// Check the Follow Distance
CheckDistance();

// if not too close, move
if ( !isInRange )
{
   rigidbody.velocity = Vector3( 0, rigidbody.velocity.y, 0 ); // maintain gravity

   // --
   // Old Movement
   //transform.LookAt( thePlayer );   
   //transform.position += transform.forward * speed * Time.deltaTime;
   // --

   // New Movement - with obstacle avoidance
   var dir : Vector3 = ( thePlayer.position - theEnemy.position ).normalized;
   var hit : RaycastHit;

   if ( Physics.Raycast( theEnemy.position, theEnemy.forward, hit, colDist ) )
   {
     //Debug.Log( " obstacle ray hit " + hit.collider.gameObject.name );
     if ( hit.collider.gameObject.name != "Player" && hit.collider.gameObject.name != "Terrain" )
     {         
      dir += hit.normal * 20;
     }
   }

   var rot : Quaternion = Quaternion.LookRotation( dir );

   theEnemy.rotation = Quaternion.Slerp( theEnemy.rotation, rot, Time.deltaTime );
   theEnemy.position += theEnemy.forward * speed * Time.deltaTime;

   // --
}
else
{
   StopEnemy();
}

}

function StopEnemy()
{
transform.LookAt( thePlayer );

rigidbody.velocity = Vector3.zero;

}

function CheckIfVisible()
{
var fwd : Vector3 = thePlayer.forward.normalized;
var other : Vector3 = ( theEnemy.position - thePlayer.position ).normalized;

var theProduct : float = Vector3.Dot( fwd, other );

if ( theProduct > visibleDotRange )
{
   // Check the Max Distance
   CheckMaxVisibleRange();

   if ( isInRange )
   {
     // Linecast to check for occlusion
     var hit : RaycastHit;

     if ( Physics.Linecast( theEnemy.position + (Vector3.up * 1.75) + theEnemy.forward, thePlayer.position, hit ) )
     {
      Debug.Log( "Enemy sees " + hit.collider.gameObject.name );

      if ( hit.collider.gameObject.name == "Player" )
      {
          isVisible = true;
      }
     }
   }
   else
   {
     isVisible = false;
   }
}
else
{
   isVisible = false;
}

}

function CheckDistance()
{
var sqrDist : float = (theEnemy.position - thePlayer.position).sqrMagnitude;
var sqrFollowDist : float = followDistance * followDistance;

if ( sqrDist < sqrFollowDist )
{
   isInRange = true;
}
else
{
   isInRange = false;
}  

}

function ReduceDistance()
{
followDistance -= reduceDistAmt;
}

function CheckMaxVisibleRange()
{
var sqrDist : float = (theEnemy.position - thePlayer.position).sqrMagnitude;
var sqrMaxDist : float = maxVisibleDistance * maxVisibleDistance;

if ( sqrDist < sqrMaxDist )
{
   isInRange = true;
}
else
{
   isInRange = false;
}  

}

function OnGUI()
{
GUI.Box( Rect( (Screen.width * 0.5) - 60, Screen.height - 35, 120, 25 ), "Health : " + parseInt( health ).ToString() );
}

If you actually read my script, what you want is in the comments of the function DeductHealth() :

   // Restart game here!
   // Application.LoadLevel( "sceneLose" );

I have stated numerous times that all questions regarding this guide should be asked on the pages that the guide is posted :

I also bet you never upvoted my answer where you found this :confused:

Why do people not understand this? I answered the same question as this here : how to make it die and make it permanent(true)? - Questions & Answers - Unity Discussions

Look at the CollectPapers script, in the function DeductHealth() :

function DeductHealth() 
{
    // deduct health
    health -= damage * Time.deltaTime;
    
    // check if no health left
    if ( health <= 0.0 )
    {
        health = 0.0;
        Debug.Log( "YOU ARE OUT OF HEALTH !" );
        
        // Restart game here!
        // Application.LoadLevel( "sceneLose" );
    }
}

SO, where it says Debug.Log( “YOU ARE OUT OF HEALTH !” ); , here is where you put what to happen when health is 0.

I have left the commented line :

// Application.LoadLevel( "sceneLose" );

If you make a scene called sceneLose, then uncomment this line (remove the // ), then when health reaches 0 the scene will load. You can do anything you like here, the point is this is the part of the script you need to change for what you want to do when health reaches 0.


Just to say I have now removed the packages for my guide. Reasons : no thanks except from 2 people total and 5 votes over 2 answers; when specifically stating don’t ask new questions but post problems on those questions, there have been at least 20 questions all using my scripts, all by people that don’t understand and just want their game written for them;

I am extremely disappointed. and sorry for the few people that actually read the guide, absorbed the script and learned from it, then expanded my guide into their own projects rather than copy-paste then saying this doesn’t work . Hope you feel lucky to be the last one with the packages. I bet I get more comments asking me to put them back up than comments saying thanks.