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np also can you give me crafters scrpt.Ill give it to you rn  with the fixed version 

i deleted the code with the null tut stuff i will give you the script once i do the tut again

ok

okay here

using UnityEngine;

using UnityEngine.AI;

public class CraftersScript : MonoBehaviour

{

private void Start()

{

agent = GetComponent<NavMeshAgent>(); // Defines the nav mesh agent

audioDevice = GetComponent<AudioSource>(); //Gets the audio source

sprite.SetActive(false); // Set arts and crafters sprite to be invisible

}

private void Update()

{

if (forceShowTime > 0f)

{

forceShowTime -= Time.deltaTime;

}

if (gettingAngry) //If arts is getting agry

{

anger += Time.deltaTime; // Increase anger

if (anger >= 1f & !angry) //If anger is greater then 1 and arts isn't angry

{

angry = true; // Get angry

audioDevice.PlayOneShot(aud_Intro); // Do the woooosoh sound

spriteImage.sprite = angrySprite; // Switch to the angry sprite

}

}

else if (anger > 0f) // If anger is greater then 0, decrease.

{

anger -= Time.deltaTime;

}

if (!angry) // If not angry

{

if (((transform.position - agent.destination).magnitude <= 20f & (transform.position - player.position).magnitude >= 60f) || forceShowTime > 0f) //If close to the player and force showtime is less then 0

{

sprite.SetActive(true); // Become visible

}

else

{

sprite.SetActive(false); // Become invisible

}

}

else

{

agent.speed = agent.speed + 60f * Time.deltaTime; // Increase the speed

TargetPlayer(); // Target the player

if (!audioDevice.isPlaying) //If the sound is not already playing

{

audioDevice.PlayOneShot(aud_Loop); //Play the full wooooosh sound

}

}

}

private void FixedUpdate()

{

if (gc.notebooks >= 7) // If the player has more then 7 notebooks

{

Vector3 direction = player.position - transform.position;

RaycastHit raycastHit;

if (Physics.Raycast(transform.position + Vector3.up * 2f, direction, out raycastHit, float.PositiveInfinity, 769, QueryTriggerInteraction.Ignore) & raycastHit.transform.tag == "Player" & craftersRenderer.isVisible & sprite.activeSelf) // If Arts is Visible, and active and sees the player

{

gettingAngry = true; // Start to get angry

}

else

{

gettingAngry = false; // Stop getting angry

}

}

}

public void GiveLocation(Vector3 location, bool flee)

{

if (!angry && agent.isActiveAndEnabled)

{

agent.SetDestination(location);

if (flee)

{

forceShowTime = 3f; // Make arts appear in 3 seconds

}

}

}

private void TargetPlayer()

{

agent.SetDestination(player.position); // Set destination to the player

}

private void OnTriggerEnter(Collider other)

{

if (other.tag == "Player" & angry) // If arts is angry and is touching the player

{

cc.enabled = false;

player.position = new Vector3(playerTeleportPoint.position.x, 4f, playerTeleportPoint.position.z); // Teleport the player to Player_WarpPoint

baldiAgent.Warp(baldiTeleportPoint.position); // Teleport Baldi to Baldi_WarpPoint

cc.enabled = true;

gc.DespawnCrafters(); // Despawn Arts And Crafters

}

}

public bool db;

public bool angry;

public bool gettingAngry;

public float anger;

private float forceShowTime;

public Transform player;

public CharacterController cc;

public Transform playerCamera;

public Transform baldiTeleportPoint;

public Transform playerTeleportPoint;

public NavMeshAgent baldiAgent;

public GameObject sprite;

public GameControllerScript gc;

[SerializeField]

private NavMeshAgent agent;

public Renderer craftersRenderer;

public SpriteRenderer spriteImage;

public Sprite angrySprite;

private AudioSource audioDevice;

public AudioClip aud_Intro;

public AudioClip aud_Loop;

}

ok this is a VERY ez fix just in the bossfight thing where baldi is spawn the error is about nothing relates to that.So to fix this rename bossfight baldi teleport object name (idk what name your doing) to " baldiTeleportPoint" basically rename boss teleport baldi to the " baldiTeleportPoint"

okay imma try