- Edited
Hi there, i was testing somethings and i run into this problem,
i randomly call a scene(gem) on my main_scene. and i try to delete them when they interact with raycast raycast is on my player, and configired as collide with area's. (gem object has a area around it)
i have 2 scripts for it,
karakter.gd (player) triger.gd (gems)
this code is on my karakter.gd (player) script: there is also a group on my gems node, its name is "gems"
if $RayCast_gem_ball.is_colliding() and get_tree().get_nodes_in_group("gems"):
var removing = load("res://sahneler/triger.gd").new()
removing.remove_gem()
this code is on my triger.gd (gems) script
extends Spatial
var random_x = RandomNumberGenerator.new()
var random_y = RandomNumberGenerator.new()
var random_z = RandomNumberGenerator.new()
func _on_Button_pressed():
for c in range(4):
random_x.randomize()
var random_x_number = random_x.randf_range(-20,20)
random_y.randomize()
var random_y_number = random_y.randf_range(1,1)
random_z.randomize()
var random_z_number = random_z.randf_range(-20,20)
var gem_instance = preload ("res://sahneler/gem.tscn").instance()
add_child(gem_instance)
add_to_group("gems")
gem_instance.set_translation(Vector3(random_x_number,random_y_number,random_z_number))
func remove_gem(interact_gem):
interact_gem = get_child().queue_free()
print (interact_gem)
i did try few things but its a no no in the end. im trying to learn so what is wrong with this code?
this is screenshoot