how do you make a fps the the gun kill other players

how do i make my gun kill other players? right now thay can kill but on the killed players screen thay are’nt dead.

health

var hitPoints = 100.0;
var deadReplacement : Transform;
var dieSound : AudioClip;

function ApplyDamage (damage : float) {
	// We already have less than 0 hitpoints, maybe we got killed already?
	if (hitPoints <= 0.0)
		return;

	hitPoints -= damage;
	if (hitPoints <= 0.0)
	{
		Detonate();
	}
}

function Detonate () {
	// Destroy ourselves
	Destroy(gameObject);
	
	// Play a dying audio clip
	if (dieSound)
		AudioSource.PlayClipAtPoint(dieSound, transform.position);

	// Replace ourselves with the dead body
	if (deadReplacement) {
		var dead : Transform = Instantiate(deadReplacement, transform.position, transform.rotation);
		
		// Copy position  rotation from the old hierarchy into the dead replacement
		CopyTransformsRecurse(transform, dead);
	}
}

static function CopyTransformsRecurse (src : Transform,  dst : Transform) {
	dst.position = src.position;
	dst.rotation = src.rotation;
	
	for (var child : Transform in dst) {
		// Match the transform with the same name
		var curSrc = src.Find(child.name);
		if (curSrc)
			CopyTransformsRecurse(curSrc, child);
	}
}

gun

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 hitParticles : ParticleEmitter;
var muzzleFlash : Renderer;

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

function Start () {
	hitParticles = GetComponentInChildren(ParticleEmitter);
	
	// We don't want to emit particles all the time, only when we hit something.
	if (hitParticles)
		hitParticles.emit = false;
	bulletsLeft = bulletsPerClip;
}

function LateUpdate() {
	if (muzzleFlash) {
		// We shot this frame, enable the muzzle flash
		if (m_LastFrameShot == Time.frameCount) {
			muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward);
			muzzleFlash.enabled = true;

			if (audio) {
				if (!audio.isPlaying)
					audio.Play();
				audio.loop = true;
			}
		} else {
		// We didn't, disable the muzzle flash
			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 this frame
	// Reset the nextFireTime
	if (Time.time - fireRate > nextFireTime)
		nextFireTime = Time.time - Time.deltaTime;
	
	// Keep firing until we used up the fire time
	while( nextFireTime < Time.time  bulletsLeft != 0) {
		FireOneShot();
		nextFireTime += fireRate;
	}
}

function FireOneShot () {
	var direction = transform.TransformDirection(Vector3.forward);
	var hit : RaycastHit;
	
	// Did we hit anything?
	if (Physics.Raycast (transform.position, direction, hit, range)) {
		// Apply a force to the rigidbody we hit
		if (hit.rigidbody)
			hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
		
		// Place the particle system for spawing out of place where we hit the surface!
		// And spawn a couple of particles
		if (hitParticles) {
			hitParticles.transform.position = hit.point;
			hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
			hitParticles.Emit();
		}

		// Send a damage message to the hit object			
		hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
	}
	
	bulletsLeft--;

	// Register that we shot this 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;
}

You went to the point where players can connect, yet you can’t make a player die on all users application…?

You need to make a RPC call, telling all users to make a character die.

how do i do that? :?:

http://unity3d.com/support/documentation/Components/net-RPCDetails.html

http://forum.unity3d.com/viewtopic.php?t=30788

thanks. is this right?

var maximumHitPoints = 100.0;
var hitPoints = 100.0;

var ai = false;
var deadReplacement : Transform;

var bulletGUI : GUIText;
var rocketGUI : DrawRockets;
var healthGUI : GUITexture;

var slideclip : AudioClip[];
var range = 100.0;
var audioslideLength = 0.3;
var slideing = false;
var walking = false;
var hitsomthig = false;

var walkSounds : AudioClip[];
var painLittle : AudioClip;
var painBig : AudioClip;
var die : AudioClip;
var audioStepLength = 0.3;

private var machineGun : MachineGun;
private var rocketLauncher : RocketLauncher;
private var healthGUIWidth = 0.0;
private var gotHitTimer = -1.0;

var rocketTextures : Texture[];

function soundtoplay() {
		var direction = transform.TransformDirection(-Vector3.up);
		var hit2 : RaycastHit;
		if (Physics.Raycast (transform.position, direction, hit2, range)) {
        hitsomthig = true;
	
			 //yield WaitForSeconds(audio.clip.length);
			
		}
		if (hit2.collider.tag == "Slide") {
		walking = false;
		slideing = true;
		}
	}



static function CopyTransformsRecurse (src : Transform,  dst : Transform) {
	dst.position = src.position;
	dst.rotation = src.rotation;
	
	for (var child : Transform in dst) {
		// Match the transform with the same name
		var curSrc = src.Find(child.name);
		if (curSrc)
			CopyTransformsRecurse(curSrc, child);
	}
}

function Awake () {
	machineGun = GetComponentInChildren(MachineGun);
	rocketLauncher = GetComponentInChildren(RocketLauncher);

	PlayStepSounds();

	healthGUIWidth = healthGUI.pixelInset.width;
	networkView.RPC ("Die", RPCMode.All, "you died");
}

function ApplyDamage (damage : float) {
	if (hitPoints < 0.0)
		return;

	// Apply damage
	hitPoints -= damage;

	// Play pain sound when getting hit - but don't play so often
	if (Time.time > gotHitTimer  painBig  painLittle) {
		// Play a big pain sound
		if (hitPoints < maximumHitPoints * 0.2 || damage > 20) {
			audio.PlayOneShot(painBig, 1.0 / audio.volume);
			gotHitTimer = Time.time + Random.Range(painBig.length * 2, painBig.length * 3);
		} else {
			// Play a small pain sound
			audio.PlayOneShot(painLittle, 1.0 / audio.volume);
			gotHitTimer = Time.time + Random.Range(painLittle.length * 2, painLittle.length * 3);
		}
	}

	// Are we dead?
	if (hitPoints < 0.0)
		Die();
}

    
@RPC
function Die () {
	if (die)
		AudioSource.PlayClipAtPoint(die, transform.position);
	
	// Disable all script behaviours (Essentially deactivating player control)
	var coms : Component[] = GetComponentsInChildren(MonoBehaviour);
	for (var b in coms) {
		var p : MonoBehaviour = b as MonoBehaviour;
		if (p)
			p.enabled = false;
	}
if (!ai){
	LevelLoadFade.FadeAndLoadLevel(Application.loadedLevel, Color.white, 2.0);
	}
if (ai) {
		Destroy(gameObject);
		var dead : Transform = Instantiate(deadReplacement, transform.position, transform.rotation);
		
		// Copy position  rotation from the old hierarchy into the dead replacement
		CopyTransformsRecurse(transform, dead);
}
}

function LateUpdate () {
	// Update gui every frame
	// We do this in late update to make sure machine guns etc. were already executed
	UpdateGUI();
}

function PlayStepSounds () {
soundtoplay();
	var controller : CharacterController = GetComponent(CharacterController);

	while (true) {
		if (controller.isGrounded  controller.velocity.magnitude > 0.3  walking  !slideing) {
			audio.clip = walkSounds[Random.Range(0, walkSounds.length)];
			audio.Play();
			yield WaitForSeconds(audioStepLength);
			slideing = false;
		} else if (slideing) {
			walking = false;
			audio.clip = slideclip[Random.Range(0, slideclip.length)];
			audio.Play();
			yield WaitForSeconds(audioslideLength);
		
		
		
		
		 } else {
			yield;
		}
	}
}


function UpdateGUI () {
	// Update health gui
	// The health gui is rendered using a overlay texture which is scaled down based on health
	// - Calculate fraction of how much health we have left (0...1)
	var healthFraction = Mathf.Clamp01(hitPoints / maximumHitPoints);

	// - Adjust maximum pixel inset based on it
	healthGUI.pixelInset.xMax = healthGUI.pixelInset.xMin + healthGUIWidth * healthFraction;

	// Update machine gun gui
	// Machine gun gui is simply drawn with a bullet counter text
	if (machineGun) {
		bulletGUI.text = machineGun.GetBulletsLeft().ToString();
	}
	
	// Update rocket gui
	// This is changed from the tutorial PDF. You need to assign the 20 Rocket textures found in the GUI/Rockets folder
	// to the RocketTextures property.
	if (rocketLauncher)	{
		rocketGUI.UpdateRockets(rocketLauncher.ammoCount);
		/*if (rocketTextures.Length == 0) {
			Debug.LogError ("The tutorial was changed with Unity 2.0 - You need to assign the 20 Rocket textures found in the GUI/Rockets folder to the RocketTextures property.");
		} else {
			rocketGUI.texture = rocketTextures[rocketLauncher.ammoCount];
		}*/
	}
}

The best way to know is to build and run… :?

nope it wont work. wold it help to say im useing smart fox server. and my problums are can kill other player on one screen but not the other. cant see other players wepons. cant respond in same game and can kill ai but only on one screen. if i gave you my project files can you help debug them. im not that far into makeing my game. but i need to get this done so i can get going on it.

I don’t even know what Smart Fox Server is …! I have my own project to do, and it do not require that thing (I only learnt Unity basic network because I only needed that) !