How to do health thru network

I am making a simple shooting multiplayer game and I tried to set up the health and shooting script and it should work but it dose not seem to work.

heres the shooting script

using UnityEngine;

using System.Collections;

public class ShootingScript : MonoBehaviour {

	public int speed = 5;
	public Transform hold;
	public Transform aim;
	public bool aiming = false;
	public float FireRate;

	public GameObject Barrel;
	public int dammage;

	
	void FixedUpdate () 
	{
		
		if(Input.GetKey(KeyCode.Mouse1))
		{
			float step = speed * Time.deltaTime;
			transform.position = Vector3.MoveTowards (transform.position, aim.position, step);
		}
		else
		{
			float step = speed * Time.deltaTime;
			transform.position = Vector3.MoveTowards (transform.position, hold.position, step);
		}

		
		
		if(Input.GetKeyDown(KeyCode.Mouse0))
		{
			networkView.RPC("shoot",RPCMode.All);
		}
		}
	[RPC]
	void shoot()
	{
		RaycastHit hit;
		if (Physics.Raycast(transform.position, -Vector3.up, out hit, 1000))
		{

			Health hitter = hit.transform.gameObject.GetComponent<Health>();
			if(hitter != null)
			{
				networkView.RPC("hit",RPCMode.AllBuffered, 1);
			}
		}
	}

	}

heres the health script



using UnityEngine;
using System.Collections;

public class Health : MonoBehaviour {
public float hp = 2.0f;

[RPC]
public void hit(int dammage)
{
	hp-=dammage;
	if(hp<=0)
	{
		Network.Destroy(gameObject);
	}
}
}

heres the scean

alt text

What you are currently doing is when you click to shoot, you and all your ‘copies’ are shooting and then if each of those hit, it will send the message of a hit to everyone.

This has the problem of doubling up damage and things like that.

A few tips to change:

  • Dont need to RPC to yourself to
    shoot, just call ‘shoot’ locally.
  • You dont want your clones in other
    player’s games to be able to deal
    damage too. Do an isMine on the shoot
    function before it RPCs the damage. Leave any effects you want to happen outside that check though so it looks like the clones are shooting, but its the owner who does the real calulations.
  • Only send the RPC of damage to the
    owner of the target hit rather than
    RPCMode.AllBuffered

Of course this is a non authoritative setup but it seems like thats what you are going for which is fine since its easier. But it does allow cheating very easily.

EDIT: Just realised you didnt say what was wrong. That ray cast with the -Vector3.down looks wrong, I assume you mean transform.forward? Right now the raycast goes straight up, not forward.