0 votes

So I have two $Position2D nodes on a node to spawn projectiles on. They both have a script with a function to instance a 'bullet'. This is how I currently call the function on my code:

func _shoot(): #shoot weapons

However, If i wanted to create an entity with more than two 'guns', I would have to copy and paste "$GunX.shoot_projectile(projectile)" for each 'gun' the enemy or player has. I tried doing this instead:

func _shoot(): #shoot weapons
for i in guns.size():

however, it doesnt work :). I also tried it by placing the 'guns' in groups but that would end up calling all guns of the same group across the entire project.

Godot version Godot 3.3.2.stable.official
in Engine by (18 points)

1 Answer

+1 vote
Best answer

Since you said "doesn't work", but didn't give any specifics, I can't tell you what you did wrong. However, if you have a list of nodes, you can just loop through the list elements directly:

var guns = [$Gun1, $Gun2]

for gun in guns:
by (20,675 points)
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Ok sorry, I though I did say what happened but i forgot. Specifically, nothing happened. No errors, nothing. I tried your solution but now its giving the error Attempt to call function '_shoot_projectile' in base 'null instance' on a null instance.

This error happened when I declared the 'guns' array in the same way as you. I tried using export instead and setting up the Position2D nodes in the editor and instead it gave me this error:Invalid call. Nonexistent function '_shoot_projectile' in base 'NodePath'.

Any other ideas?

Out of curiosity I wrote 'print(guns)' and the console showed this:


I just showed that array as an example. I don't have any idea how your nodes are arranged or how you're putting them in the array. That part is up to you.

Exporting a NodePath gives a NodePath, not a node. You have to get_node() that node path to actually reference the node. That's exactly what that error is telling you, you tried calling a function on a NodePath.

Plus, do you even need a separate array? Where are these Position2D nodes located? If they're all under the same parent, you can use get_children() to get an array of them to begin with.

This is how my nodes are currently set up I tried using get_node(gun).shoot_projectile(projectile) instead but now I'm getting the error Invalid type in function 'get_node' in base 'KinematicBody2D (Player.gd)'. Cannot convert argument 1 from Object to NodePath. so I'm guess I'm using it wrong (I'm still kinda new to Godot and GameDev in general).

Also, I dont really understand how can i use get_children() to get those two Position2D on my Player tree

wait, I figured it out! I was missing the onready keyword on the guns array! Your for loop now works properly! Thank you!

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