I’m working on a simple combat script. I set up the enemy ai to patrol a waypoint and do damage to the player and also take damage. I can’t get the ai to lose any damage when it is hit with the prefab I made. If anyone can point a mistake I made in this script it would be much appreciated.
public var path1 : Transform;
public var path2 : Transform;
public var speed : float = 2;
public var maxHealth : float = 1;
private var target : Transform;
private var controller : CharacterController;
private var currentHealth : int = maxHealth;
function Start()
{
SetTarget(path1);
controller = GetComponent(CharacterController);
currentHealth = maxHealth;
}
function Update()
{
//look at the target
var Look : Vector3 = new Vector3(target.position.x, this.transform.position.y, target.position.z);
transform.LookAt(Look);
// move
controller.SimpleMove(transform.forward*speed);
}
}
function SetTarget(newTarget : Transform) : void
{
target = newTarget;
}
function OnTriggerEnter(node : Collider) : void
{
if (node.transform == target)
{
if (target == path1)
SetTarget(path2);
else if (target == path2)
SetTarget(path1);
}
}
function OnTirggerEnter(other : Collider)
{
if(other.tag == "shot")
{
currentHealth -5;
}
}
function ModiflyHeath(change : float)
{
currentHealth += change;
if (currentHealth > maxHealth)
{
currentHealth = maxHealth;
}
if (currentHealth <= 0)
{
Destroy(this.gameObject);
}
}

In addition you need to also make sure the collider being used has "Is Trigger" checked.
– Commander_Quackersmade changes to my script still not working.
– Asukakitti09First, can you update your question above with the latest version of your script so we can see the changes you made. Second, is OnTriggerEnter() firing? Put a Debug.Log() statement inside and see if you are getting output. And confirm that the collider has the 'isTrigger' flag set as suggested by @Commander Quackers.
– robertbu