So… I’m doing a script for onDeath. here’s some variable definitions:
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newestID = highest number connection that attacked the ownerID
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ownerID = the 1001 multiple of the user (body mesh)
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swordID = the 1004 multiple of the user (-3 to find the 1001 ID)
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winnerID = the 1001 multiple of the user who did the most damage to ownerID
[RPC]
private void success(){
if(hpWidth>0.0f){
hpWidth-=0.5f;} else{ //------------------ for(int check = 1; check<newestID; check+=1000) {if(ownLog[check]>ownLog[winnerID]) winnerID=check; ownLog[check]=0; } Debug.Log ("winnerID:"+winnerID); //------------------ hpWidth=0.0f; swordW.particleSystem.renderer.enabled = false; player.renderer.enabled = false; swordS.renderer.enabled = false; swordW.renderer.enabled = false; swordW.collider.enabled = false; sheildW.renderer.enabled = false; sheilds.renderer.enabled = false; }
}
All the enabled = false are working just fine… its the for statement I just cannot get to work. Any ideas?
all the ownLog, winnerID etc are public… after having tried private