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attching old script to Network game

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I am having a problem attaching a script for an enemy tank to server, can anyone help me? var target : Transform; var range = 10.0; var CannonFlame: GameObject; static var mode = "idle"; function Awake() { if(Network.isServer){ target = GameObject.FindWithTag("PlayerFINAL2").transform; CannonFlame.renderer.enabled = false; Debug.Log("tank is alive"); networkView.RPC("MyFunction", RPCMode.Server, "someValue"); } } @RPC function Update() { if(target && CanAttactTarget()) { //transform.LookAt(target); var targetRotation = Quaternion.LookRotation(target.position - transform.position, Vector3.up); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime *1.0); } } @RPC function CanAttactTarget() { // check if the target is clost enough if(Vector3.Distance(transform.position, target.position) > range) { Disengage(); return false; } var hit : RaycastHit; //check if there is collision inbetween turret en target if(Physics.Linecast(transform.position, target.position, hit)) { if(hit.collider.gameObject.tag != "PlayerFINAL2") { Disengage(); return false; } else { Attack(); return true; } } return true; } function Attack() { if(mode != "attack") { InvokeRepeating("FalconAnimate", 1, 0.05); mode = "attack"; } } function Disengage() { if(mode != "idle") { CancelInvoke(); mode = "idle"; CannonFlame.renderer.enabled = false; } } function FalconAnimate() { if(CannonFlame && CannonFlame) { if(CannonFlame.renderer.enabled) { CannonFlame.renderer.enabled = false; } else { CannonFlame.renderer.enabled = true; } } else { print("Effect on Turrent not set!"); } }

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