Please someone help with this please been trying to get this working for 4 days

The problem is i have 2 game object 1. is my character 2. is The Mad Doc that has the animations attached to it.

now the problem is i have a script attached to the character called "Die Script" and i want to write some code in there that will initialize an animation from the mad doc animation script. I will show you both of the codes (If any one requires more info please let me know on here or skype:johnesslemont012)

  1. Die Script

    private var dead = false; private var dying = false;

    var mydeadsound : AudioClip;

    function OnControllerColliderHit(hit : ControllerColliderHit) {

    //if hit fallout and player is not already dead if((hit.gameObject.tag == "fallout")&&(!dying)) { dying=true; HealthControl.LIVES -=1;

    AudioSource.PlayClipAtPoint(mydeadsound,transform.position);
    yield WaitForSeconds(2.7);
    
    dead = true;
    
    <pre>`}
    
    

    `

    }

    function LateUpdate() { if(dead)

    {

    transform.position = Vector3(69.05988,0.8250099,0.01707077);
    
    dead = false;
    dying = false;
    
    

    }

    }

and here is the mad doc animation script which is called "Walk"

function Awake()
{
animation["Idle"].layer = 0;
animation["Run"].layer = 1;
animation["Jump"].layer = 2;
animation["Dead"].layer = 3;
}

function Update()
{
if (Input.GetKey("d")) {
animation["Run"].wrapMode = WrapMode.Loop;
animation.Play("Run");

}
else{
if (Input.GetKeyUp("d"))
animation.Stop();
animation["Idle"].wrapMode = WrapMode.Loop;
}

if (Input.GetKey("a")){
animation["Run"].wrapMode = WrapMode.Loop;
animation.Play ("Run");
}
else{
if (Input.GetKeyUp("a"))
animation.Stop();
animation.CrossFade ("Idle");

}

if (Input.GetKey("right")) {
animation["Run"].wrapMode = WrapMode.Loop;
animation.Play("Run");

}
else{
if (Input.GetKeyUp("right"))
animation.Stop();
animation["Idle"].wrapMode = WrapMode.Loop;
}

if (Input.GetKey("left")){
animation["Run"].wrapMode = WrapMode.Loop;
animation.Play ("Run");
}
else{
if (Input.GetKeyUp("left"))
animation.Stop();
animation.CrossFade ("Idle");

}

if (Input.GetButtonDown("Jump")) {
animation.CrossFade("Jump");
}
else{
animation.CrossFade("Idle");
}

}

The easiest way would be to make a variable in the die script that links it directly to the MadDoc script. So in your Die Script put a variable:

public MadDocScript scriptObj; 

Then in the editor you should see a variable on your DieScript that you can drag and drop the MadDoc component onto. Then within the DieScript you may access any public members/methods on the MadDoc script via the scriptObj variable. So in your DieScript it could be something like:

void Update() { 
   if(Input.GetKey("d")) {
      scriptObj.InitializeAnimation();
   }
}

or something similar to that.