I get the error in the title when I use the script
var projectile : Transform;
var barrel1 : Transform;
var barrel2 : Transform;
var force = 100;
var canFire = boolean;
var turret : Transform;
var fireRate = .01;
function Update () {
canFire = turret.gameObject.GetComponent("Turret").on;
if (canFire == true) {
if (Input.GetButton("Fire1")) {
SendMessage("fire");
}
}
}
function fire () {
var projectile1 = Instantiate(projectile, barrel1.position, barrel1.rotation);
projectile1.rigidbody.AddForce(transform.up * force);
yield WaitForSeconds(fireRate);
var projectile2 = Instantiate(projectile, barrel2.position, barrel2.rotation);
projectile2.rigidbody.AddForce(transform.up * force);
yield WaitForSeconds(fireRate);
}
to access the variable on, which is a boolean, from the script
var Player : Transform;
var playerCam : Transform;
var canGetOn : boolean;
static var on : boolean;
var turretPoint : Transform;
var turretCam : Transform;
function Awake () {
if (Player == null GameObject.FindWithTag("Player"))
Player = GameObject.FindWithTag("Player").transform;
if (playerCam == null GameObject.FindWithTag("MainCamera"))
playerCam = GameObject.FindWithTag("MainCamera").transform;
turretCam.camera.enabled = false;
}
function Update () {
if (Vector3.Distance(turretPoint.position, Player.position) > 1) {
canGetOn = false;
}
else if (Vector3.Distance(turretPoint.position, Player.position) < 1) {
canGetOn = true;
}
if (on == true) {
Player.position = turretPoint.position;
Player.GetComponent(CharacterMotor).enabled = false;
Player.GetComponent(MouseLook).enabled = false;
playerCam.GetComponent(MouseLook).enabled = false;
turretCam.camera.enabled = true;
playerCam.camera.enabled = false;
transform.GetComponent(MouseLook).sensitivityX = 5;
if (Input.GetButtonDown("Getin")) {
on = false;
}
}
else if (on == false) {
Player.GetComponent(CharacterMotor).enabled = true;
Player.GetComponent(MouseLook).enabled = true;
playerCam.GetComponent(MouseLook).enabled = true;
turretCam.camera.enabled = false;
playerCam.camera.enabled = true;
transform.GetComponent(MouseLook).sensitivityX = 0;
if (canGetOn == true) {
if (Input.GetButtonDown("Getin")) {
on = true;
}
}
}
}
function OnGUI () {
if (canGetOn == true Screen.lockCursor == true on == false) {
GUI.Box (Rect (Screen.width / 2 + 60, Screen.height / 2, 105, 30), "Press E to get on");
}
else if (on == true Screen.lockCursor == true) {
GUI.Box (Rect (Screen.width / 2 + 60, Screen.height / 2, 115, 30), "Press E to get off");
}
}
var projectile : Transform;
var barrel1 : Transform;
var barrel2 : Transform;
var force = 100;
var canFire = boolean;
var fireRate = .01;
function Update () {
canFire = Turret.on;
if (canFire == true) {
if (Input.GetButton("Fire1")) {
SendMessage("fire");
}
}
}
function fire () {
var projectile1 = Instantiate(projectile, barrel1.position, barrel1.rotation);
projectile1.rigidbody.AddForce(transform.up * force);
yield WaitForSeconds(fireRate);
var projectile2 = Instantiate(projectile, barrel2.position, barrel2.rotation);
projectile2.rigidbody.AddForce(transform.up * force);
yield WaitForSeconds(fireRate);
}
(TurretFire)
var Player : Transform;
var playerCam : Transform;
var canGetOn : boolean;
static var on : boolean;
var turretPoint : Transform;
var turretCam : Transform;
function Awake () {
if (Player == null GameObject.FindWithTag("Player"))
Player = GameObject.FindWithTag("Player").transform;
if (playerCam == null GameObject.FindWithTag("MainCamera"))
playerCam = GameObject.FindWithTag("MainCamera").transform;
turretCam.camera.enabled = false;
}
function Update () {
if (Vector3.Distance(turretPoint.position, Player.position) > 1) {
canGetOn = false;
}
else if (Vector3.Distance(turretPoint.position, Player.position) < 1) {
canGetOn = true;
}
if (on == true) {
Player.position = turretPoint.position;
Player.GetComponent(CharacterMotor).enabled = false;
Player.GetComponent(MouseLook).enabled = false;
playerCam.GetComponent(MouseLook).enabled = false;
turretCam.camera.enabled = true;
playerCam.camera.enabled = false;
transform.GetComponent(MouseLook).sensitivityX = 5;
if (Input.GetButtonDown("Getin")) {
on = false;
}
}
else if (on == false) {
Player.GetComponent(CharacterMotor).enabled = true;
Player.GetComponent(MouseLook).enabled = true;
playerCam.GetComponent(MouseLook).enabled = true;
turretCam.camera.enabled = false;
playerCam.camera.enabled = true;
transform.GetComponent(MouseLook).sensitivityX = 0;
if (canGetOn == true) {
if (Input.GetButtonDown("Getin")) {
on = true;
}
}
}
}
function OnGUI () {
if (canGetOn == true Screen.lockCursor == true on == false) {
GUI.Box (Rect (Screen.width / 2 + 60, Screen.height / 2, 105, 30), "Press E to get on");
}
else if (on == true Screen.lockCursor == true) {
GUI.Box (Rect (Screen.width / 2 + 60, Screen.height / 2, 115, 30), "Press E to get off");
}
}
I’m not sure why it won’t let you do that, but I don’t see why you need to create the canFire var in that script anyway… just do this:
function Update () {
if (turret.gameObject.GetComponent("Turret").on == true) {
if (Input.GetButton("Fire1")) {
SendMessage("fire");
}
}
}
Either way, you’re using GetComponent in Update… using GetComponent and putting it in a var right before a conditional is not going to be any faster than just using GetComponent right in the conditional.
So I’m getting this error as well, for no apparent reason:
private var emitters : ParticleEmitter[];
private var spawnTime : float;
function Awake ()
{
spawnTime = Time.time;
emitters = GetComponentsInChildren(ParticleEmitter);
}
Indicating the error at emitters = getcomponents etc. Any ideas?
Edit: nevermind, solved the problem, it didn’t like how my functions were arranged, apparently I had to wait until the function that used the emitters variable to declare it rather than immediately.
Yeah, I get the same error, but with renderer - color relations.
Error :
Code :
var things : Renderer[];
var color = Color.red;
function Update () {
for (var object in player1)
player1[object].material.color = Color.red;
}
(That’s not actually the code I’m using, but the entire script is really big - the whole one’s a modified version of the Pause Menu from the wiki, allowing color customization.)
This error only occurs when the script is executed, never in the editor.