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Unity destroy bullet after time

Unity destroy bullet after time. Nov 14, 2018 · Object. Nov 11, 2017 · I want to make it so that after i shoot in my shooting script the bullet is destroyed after x amount of time but i cant figure out how nothing is working ive tried call destroy in and out of the function and it wont work please help!? using System. Here is the API reference: Unity - Scripting API: Renderer. Is there a way to simply destroy / hide / move one particle without resetting the system? How i can make a bullet shell made from the particle system destroy as soon as it hits the ground ? var bulletInstance = Instantiate(bulletPrefab); When you want to destroy it, call: Destroy(bulletInstance); Do NOT Do This: Destroy(bulletPrefab); 1. Code (JavaScript): var Dammage = 50; function OnCollisionEnter ( info : Collision) {. You will have the componet. In some video’s they say to destroy it after time, but i want it to destroy after collision! Have someone a script! please place it here or email it to *** Sep 18, 2011 · The solution I found and what should work to most people using U5 is as follows: This is a code that puts AutoDestroy back to the particle. public float speed; public float destoryDistance; private Rigidbody2D rg2d; private Vector3 startPos; // Start is called before the first frame update. 0; function Awake Description. The problem I’m having is that the bullet freezes when it should be destroyed. Posts: 110. position, transform. #shorts Enjoy the video, if you have any questions ask in the comments down below!Request a tutorial here: https://forms. Dec 26, 2013 · Destroy(gameObject); If the OnCollisionEnter function is attached to the target (not the usual approach), destroy the colliding object instead: // do whatever you want to do, then destroy bullet: Destroy(coll. Generic; using UnityEngine; public class Shooting : MonoBehaviour { public Rigidbody2D bullet; // Use this for So you have a prefab (Gameobject bullet;) Then you create a clone Gameobject bulletClone = Instantiate (bullet, "position", "rotation") so you need Destroy (bulletClone, 2f); Instead I think you're referring either gameObject (which is whatever the script is attatched to) or the prefab object you are using to create the clones. FromToRotation(Vector3. This script is being called by a script which attached to player named PlayerController() (when press Fire1 button for specific). If you want you can still disable ("destroy") the bullets after a period of time but it won't be completely necessary. AllBuffered); Destroy(this. SendMessage("ApplyDammage1", Dammage, SendMessageOptions. You could maybe try changing Start to Awake or OnEnable. I have written some code to spawn the Objects, but then I want to May 12, 2021 · I am in process to make a 3D fps game with unity. . RPC("NetworkDestroy", RpcTarget. But when i wrote the code to destroy the bullet after a particular time say - 5 seconds, till 5 seconds it spawnes the bullet and after 5 seconds the bullets spawned bullets get destroyed. This is my code so far Jul 8, 2014 · destroy an object after a certain time - Questions & Answers - Unity Discussions. When the Alien Bullet hits the spaceship it works fine. This will cause the destroy function to trigger in a number of seconds, which is specified by the float you pass in, instead of right away. Log in Create a Unity ID Home Jul 15, 2014 · Cause that would solve the problem. Jun 14, 2021 · To destroy a gameobject on collision, use the OnCollisionEnter () function for the collision itself and the Destroy () function to destroy a gameobject when it collides with another gameobject. The object obj is destroyed immediately after the current Update loop, or t seconds from now if a time is specified. Use: Destroy (projectileCollision. If you want the bullet to be destroyed when it hits the plane, try creating a new script and moving the OnCollisionEnter there before attaching that new script to the plane. Aug 9, 2022 · Destroy the bullet object using the Destroy method. -Larry. Jul 8, 2014 · I have my object firing a bullet but I would like that bullet to be destroyed after 2 seconds, at the moment, it is destroying my gun rather than my bullet. Apr 12, 2020 · The enemy should shoot at the player, and it does, but the projectile fires at the player's last position and stops when it gets there. Check the length of the queue and if it exceeds your limit (10 or whatever) then pop and destroy the object on the queue. forward)) as GameObject; Destroy(effect, 3. public Rigidbody projectile; public int force = 10; public int destroyTime = 2; Apr 15, 2015 · just add something like this to your bullet prefab - using UnityEngine; using System. The player shoots bullets that hit and knock back the enemies, but the script I am using to destroy the enemies and bullets does not work, the IF statement checking for the Sep 13, 2014 · Hi I want destroy object “bullet” after it reaches a distance: using UnityEngine; using System. Currently a player can always destroy his own objects and the server can destroy all objects. void Start() rg2d = GetComponent<Rigidbody2D>(); Sep 2, 2013 · Destroy(GameObject. I want to have it so when the bullets hit an enemy the bullets will be destroyed. 4. 5 seconds. gameObject); I can easily destroy a game object, but when I try to destroy a bullet (on an Automatic Gun) it destroys all of the bullets. GetAxis("Horizontal") * Time. I’m using prefabs to create the instances. For example, Destroy (gameObject, 5f) will destroy the gameobject after 5 seconds. velocity and forget it - the physics engine move the projectile and check for collisions automatically. gameObject, time) to destroy the projectile automatically after time seconds, like this: Apr 9, 2014 · I solved it in a different way however, by simply making a new game object called LightShot and set that to the instantiate, and in the prefab script set it to destroy after 5 seconds of being instantiated, and this worked fine. Destroy has an optional parameter “t” which is time before the gameObject is actually destroyed. GetComponent<shootButton> (); and then if you do shootButtonScript. Jan 8, 2013 · Hi ,I have a small prob people ? ,I attach this to a bullet (Sphere),and the bullets fire correctly but they just stop after 5 seconds not destroyed (They just hang there lol ) ? Any ideas please,its probably very obvious lol . Nov 20, 2012 · I want to make a javascript for my bullets to destroy on anything. Oct 20, 2011 · So, I have a projectile prefab that is shot both by the player and by the turrets of my game. Code (csharp): public class DestroyByBoundary : MonoBehaviour {. public float speed; Apr 10, 2012 · In the shooting script (usually attached to the weapon) you instantiate the bullet prefab, set its rigidbody. position, barrel. Collections; public class shoot : MonoBehaviour. If you call it on the GameObject itself, then it will destroy it at the end of the Update loop. Mar 2, 2011 · var lifeTime = 1. Using collision. If you are using bullet script then simply use this code Destroy (gameobject,3. Jan 21, 2013 · Hi Guys 🙂 I’m putting together a platform shooter game and I’m having a little trouble getting my bullets to destroy themselves after a certain time. Ive gotten as far as destroying one of them but after more are spawned the Jun 2, 2010 · A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. 3), and I need to destroy the prefabs that get instantiated when those prefabs go off the screen. Zalosath, May 3, 2020. Apr 9, 2022 · I'm trying to make a gun on unity, but I'm having a problem with trail renderer. Collections; Jul 13, 2018 · < I’m developing a simple 2D tank-shooting game. Nov 6, 2018 · We are building a real time strategy game on Unity and trying to destroy gameobjects on the server and the clients via network. Purchase of the print or Kindle book includes a free eBook in the PDF format. It shoots the normal bullet, and 2 seconds later it triggers the particle. If obj is a Component, this method removes the component from the GameObject and destroys it. gameObject); Oct 9, 2015 · If you will just destroy the bullet in some time, then move the bullet in the needed direction with translate. position, Quaternion. transform. 5f); To destroy the effect object after 3. rotation); } That would eliminate the possibility of having any kinds of conflicts with your variables. but I’m having a little problem: he destroy the point where the projectile firing, not the “bullet”! anyone have any idea how I can only destroy the prefab I’m shooting? this is my scpript: var lifetime = 1. Sep 12, 2021 · This a quick code tip for Destroy gameObject with unity. I have searched the site and both of my solutions come from here but neither work properly. To clarify, the Collider is outside the scene and just floats to the left of everything. At least one of the objects must have a rigidbody component, and both need to have collider components. Everything is easier said than done, even if it Oct 3, 2015 · I’ve been trying to create a projectile which gets destroyed after a set amount of time. Right now you may be trying to instantiate or destroy the wrong bullets since you only have one bullet variable in your entire script. I added a boolean variable to my enemyScript that the designer can check if the object is a sphere, and then conditional statements within the code to make the object flash for 3 seconds Feb 1, 2015 · It destroys the bullet depending what range of time you want, and on impact with another collider. Hope this helps. My only problem is that after a certain amount of time it’s supposed to destroy itself. Removes a GameObject, component or asset. Apr 1, 2019 · To destroy the ParticleSystem you just instantiated, you have to instantiate it, store it in a temporary variable then destroy it with that temporary variable later on. Find ("Player"). And use the InvokeRepeating to countdown. Nov 26, 2010 · For something like a bullet, I'd just use a timed destroy instead of distance (you'd do this when you instantiate): Destroy(bullet, 5); //will destroy the bullet 5 seconds later If you want to keep track of the bullet and destroy it when it's far away: Feb 10, 2015 · If you have multiple object called “Enemy”, the istruction “Destroy (gameObject. I want it to continue past. Collections. Here is the Bullet code: using System. Once they are out of screen, I set up a Collider to destroy them. You just create a new script, put this code inside and then put the code inside the particleSystem you want to terminate: using UnityEngine; using System. Apr 9, 2012 · It can be done in both way. 0; var deadReplacement : Rigidbody; var GOPos : GameObjec… Every time you fire a bullet add it to a queue. js Oct 29, 2021 · Learn C# programming from scratch using Unity as a fun and accessible entry point with this updated edition of the bestselling series. The bullet is destroyed after flying a certain distance. Jun 25, 2011 · You can use OnBecameInvisible in the object’s script: function OnBecameInvisible { Destroy(gameObject); } An object is considered visible when it’s inside the view angle (or frustum, to be more precise) of any camera - even if it’s hidden behind some object, mountain etc. Actual object destruction is always delayed until after Dec 14, 2019 · Destroy(gameObject); and all the obstacles and walls are made of blocks, so it is very likely for a bullet to hit several blocks at the same time when shooting at the corner, I'm well aware of that, my initial expectation is the bullet should only explode once even though there could be a few collision registrations, since the bullet destroy Feb 22, 2015 · 41. I want the particle to trigger once after the shoot button has been held for 2 seconds, to indicate that it's charged. void OnCollisionEnter2D(Collision2D col) {. Or alternatively, put it in a different, public method, which you can then call elsewhere to start the Apr 6, 2012 · So I was working on a bullet script, I got the bullet to instatiate, it moves forward. Apr 6, 2012 · So I was working on a bullet script, I got the bullet to instatiate, it moves forward. gameObject); If the audio source is attached to the same game object, you may be destroying it when you despawn the bullet. And you shouldn't call the destroy in Update every frame. Collections; public class Done_DestroyByTime : MonoBehaviour { public float lifetime; void Start () { Destroy (gameObject, lifetime); } } Set the time you want it to wait before destruct in your inspector. If we really need to, we can use DestroyImmediate(), though usage is unadvised. Currently the bullet only fires to the right, from my fire point. You can also use Destroy (projectile. achingupta87, Jun 19, 2013. Feb 10, 2012 · Mr Murugan create another Script, in the Update Function write line of code : Code (csharp): Destroy ( gameObject, 5); and add this script to you clone prefab. Yes. first of all the bullets are instantiated like this - this bit works fine Rigidbody newBullet = Instantiate(bulletPrefab, barrel. Right now, I'm using the following code, but the object is never destroyed, even as time passes 0: Code (csharp): var Mood : Transform; Jan 21, 2015 · 2,807. If we want the GameObject to be immediately invisible to the game, we can use SetActive(). This can be any one. I have 2 scripts here, one for the enemy itself and the other for the projectile: Code (CSharp): {. Hey there. Aug 16, 2016 · To keep things simple, use OnBecameInvisible. I’m pretty sure its very simple to fix. Easiest way to do this is to start the destroy timer when you instantiate the bullet because it sounds like you are calling from a pool of game objects already in the scene for them to be destroyed like that. You rather simply want to destroy the one you collided with -> you already have the reference from the parameter. OnBecameInvisible () Yujingping August 17, 2016, 7:13am 3. The object obj will be destroyed now or if a time is specified t seconds from now. Apr 15, 2015 · just add something like this to your bullet prefab - using UnityEngine; using System. Find (“Enemy”));” will return first instance. To rectify this, you could destroy the object after the sound was finished playing, or spawn a new object in the same location which only exists to play the sound and then destroy itself. Jun 11, 2018 · I’m recreating Space Invaders. Starting the Coroutine in the Start function will kick it off when the GameObject is first initialised. One process ties into the other, so we're going to approach this topic from the opposite end and look at Destroying a GameObject first. void OnBecameInvisible() {. Given the official parameters: The object to destroy. GetAxis Oct 10, 2022 · Usually PhotonNetwork. //Instantiate and store in a temporary variable. Apr 14, 2018 · Destroy (this. A simpler solution is to use the optional 2 nd parameter of the Destroy method: The object obj is destroyed immediately after the current Update loop, or t seconds from now if a time is specified. Target object has a script named "hit" that detects when a projectile has collided with the target and then tells the script "Score" on the empty game object to increment its variable totalScore by one. René. Award. But as i said i am new to this so i am not familiar with much. gameObject you could do a GetComponent<Tile> () or whatever you need to in order to figure out which specific tile it is. 0; function Awake { Destroy (gameObject, lifeTime); } Here you go. It does what I want when you only shoot once. I’ve instantiated the bullets and created an array for them, but cant figure out for the life of me how i destroyed the bullets in the array last time. Or if that's not possibile i would like also to make it so that if the enemy is where it can be shot, the bullet is created (even 2 or 3 times) but right now it just starts an awful number of shots one after another and it makes the game incredibly annoying and boring. So to get the clone componet to a different script go to the script you want the componet to be and make a varable (private shootButton shootButtonScript) and then in the void Start () type in shootButtonScript = GameObject. The optional amount of time to delay before destroying the object. using UnityEngine; using System. So it looks like this: Destroy(collision. Destroy (this. transform. Generic; using UnityEngine; public class Shoot : MonoBehaviour. Show the code you use to instantiate the bullet and we can help you further. Destroy(gameObject); } This will destroy the object when is is out of view of the camera. up, spawnEffect. Feb 8, 2017 · As m. ParticleSystem smokeInstance = Instantiate(smoke, gun); //Destroy the Instantiated ParticleSystem. I am new to unity so any help will be greatly appreciated. So basically, I want my bullets to disappear after they hit their target in my FPS, I know the code to destroy a game object but that deletes the…. Because I didn’t want to projectile to live forever, I attached a script to the prefab meant to kill it after a certain amount of time. My bullet does destroy either after 3 seconds, or a…. #3. Note however that you probably should not Instantiate an object every frame in your else case. I made this code to destroy the bullet when it collides, but when it is destroyed the trail stops in the air and after that time trail renderer it disappears, i want the trail to continue and slowly disappear. Collections; public class Shooter : MonoBehaviour { public Rigidbody bullet; public float power = 1500f; public float moveSpeed = 2f; public float range = 1f; private float distance; void Update () { float h = Input. Sep 24, 2013 · ChrisTylr September 24, 2013, 5:06pm 1. There is also a Destroy function that will destroy an object after the frame update has finished or optionally after a short time delay: Dec 13, 2023 · Creating and removing GameObjects in Unity happens all the time in just about every game, and so one of the first things a beginner programmer needs to learn is how to both Instantiate and Destroy GameObjects. gameObject, 5); } But you also might want to destroy it on collision, so here is how you would do that: function OnTriggerEnter(){. Collections; public class ColliderScript : MonoBehaviour { public GameObject Bullet; public GameObject enemy; void OnCollisionEnter(Collision bullet){ Destroy (enemy); } } I need it to destroy both the enemy and the bullet at the same time. I wanted the projectiles Oct 3, 2020 · But I don't see any code related to whether shooting happens or not here. Aug 2, 2017 · munitionRigidBody. I’m trying to Jan 19, 2011 · What i am asking is what do u need to, while holding a button i want to remove it and make it spawn back to its original starting position, after a period of time so it mimics shooting bullet paths like a machinegun. Mar 22, 2014 · newBullet = Instantiate(bulletPrefab, transform. Mar 4, 2020 · So I am making a space shooter game and I have an issue with the bullets, which is that when they hit an enemy the bullets will just keep going. The one I linked is from Unity, though I'm not sure if it's a good one or not. JRavey, Jun 12, 2011. But it’s not working - public float lifetime = 2. SetParticles to change the lifetime of a particle, but it reset the other particles. Nov 2, 2012 · 534. var projectile : Rigidbody; function Update Apr 22, 2014 · Im making a 2D Game in Unity 2D(4. When I instance the prefab in the two different scripts, I give them two different tags, “wormProjectile” and “enemyProjectile”. Aug 28, 2023 · Unity does support by itself delaying a destroy event. But when the Spaceship bullets hits the Alien it does nothing, its weird because the code is almost exactly the same. The enemies are set up to spawn into the game world from a spawner object, and chase after the player. Which would restart the coroutine every time the game object is awoken. You can call Destroy (gameobject, timeAfter) to destroy the object after x seconds. #5. Destroy gameObject is a very important part Jan 21, 2022 · 1. Like this: // Destroys the object in 4 seconds Destroy(gameObject, 4); Jan 17, 2009 · instead of bullet. Oct 27, 2012 · How can I implement destroying the enemy object after death, after a set time? Here is the script I have so far: ar maximumHitPoints = 100. Apr 30, 2013 · 40. OK so i did this in my uni class the other day but have lost the code and cant remember exactly what i did… Anyway i have bullets that are shooting fine, all i want to do is make it so they disappear after 8 seconds. velocity = player. > using System. In OnCollisionEnter, you get a Collision2D object passed into the function, which contains all the information you need about the collision. It is of course impossible to free two bullets four times, but if you first check is_instance_valid(), whichever bullet is handled first can free itself and the bullet it collided with. I have a script which uses to (and only to) instantiate and launch a bullet prefab. Works fine on a rigidbody that you turned the gravity off of and the clone goes away. Is there a way to simply destroy / hide / move one particle without resetting the system? Jun 6, 2022 · I'm new to coding, and I'm working on a particle for a charge shot. rotation) as Rigidbody; newBullet. Basically, I’m shooting a bullet out of character and after a certain amount of time the game just crashes. // marked as [ReadOnly], which means it cannot be modified, Oct 25, 2018 · Unity Discussions – 22 Jun 12 How to destroy / hide a single particle? I tried using ParticleSystem. If you pass it a GameObject, that object will be destroyed. // You should only access data that is local or that is a. 0f; void Awake () { Destroy(this, lifetime); } The bullet prefab is a cyclinder game object, capsule collider with a rigidbody. clone. I’m creating a bullet script and the only thing that I cant figure out is destroying multiple cloned objects. Oct 22, 2007 · Joined: Sep 15, 2007. gameObject); Basically what i am trying to do is when the instantiated projectile hits the enemy i want the enemy . Sep 24, 2013 · OK so i did this in my uni class the other day but have lost the code and cant remember exactly what i did… Anyway i have bullets that are shooting fine, all i want to do is make it so they disappear after 8 seconds. Here is the code I used, I apologise if not all of it is relevant: BulletMaker. Well first you might want to destroy it after 5 seconds, right? So here is the way to do that in JS: function Update () {. gameObject, 2f); Other ways of achieving the same behavior can be using something like the Invoke function with a delay, but it isn't necessary to do that, as Unity Mar 22, 2020 · With the script, I actually want to limit the maximum life of my prefab. There's two ways to do this. gameObject) Destroy is funny, because it will destroy the calling component if it is just called without arguments. up * _shootForce ; And for destroy it. I'm pretty sure brackeys has a video on it as well. If obj is a GameObject it will destroy the GameObject, all its components and all transform children of the GameObject. Empty game object has script named "Score" that keeps total score with a variable called totalScore. deltaTime * moveSpeed; float v = Input. Well FindGameObjectWithTag will find whatever is the first object in your hierarchy with that tag. Find("Bullet(Clone)"), 5); Destroy (gameObject,bulletLife); //pretty sure this will destroy it after 5 seconds. But your explanation of other things really helps out thanks man. info. Collections; using System. I am really confused now I changed the walls tag to 'Level'. Generic; using UnityEngine; public class BulletBehaviourController Nov 5, 2013 · Thank you in advance. attach this to the bullet. enemyPosition = enemyPosition; bulletJob. If obj is a GameObject, it destroys the GameObject, all its components and all Jun 4, 2013 · Destroy ( gameObject, 20f); } Maybe you need to switch gameObject with the rigidbody or make the projectile a game object and destroy it, because now it will destroy the object to which the script is attached to. Sep 18, 2012 · I have a problem with destroying instances of a prefab. velocity Mar 26, 2010 · Here is a tip though. gle/JLBkpHt1ZFLpn7TE9Patreon with fu Jan 24, 2007 · 1. Party Boy, Apr 9, 2014. Hope this helps! Edit: I just noticed that I wasn't looking very well first time. I instantiate objects (my Enemies) that move right to left. Hide it, and change it's position before enabling it's render again. Schedule(this, null); // Implement the work to perform for each entity here. Dec 8, 2017 · It looks like you are firing the bullet object you have, then destroying it, then when you try to shoot again, you are referencing the same bullet object you destroyed earlier. I have the following code attached to the bullet prefab to destroy the bullet after a May 10, 2012 · So I created a script so that after some time he was self distruted. Jun 2, 2020 · GameObject effect = Instantiate(spawnEffect, transform. Generic; using UnityEngine; public class Bullet : MonoBehaviour { public float speed = 30; private Rigidbody2D rigidBody; // Use this for May 29, 2011 · SirGive May 29, 2011, 5:17am 2. May 12, 2009 · Code (csharp): Object. Destroy(_munitionInstance, 2f); I am making a Top Down 2D game, and I can’t figure out how to fire a bullet where my player is facing. How to set up the code line, how to call the code line. Jan 10, 2022 · 18. Don't destroy the object. rogalski points out, Destroy() ensures that the GameObject is destroyed safely. #2. 0f); If you want to destroy bullet in firing script then you need to destroy prefab . If obj is a Component it will remove the component from the GameObject and destroy it. Next time use the search function because that has been answered several times. Includes invitation to join the online Unity Game Development community to read the book alongside peers, Unity developers/C# programmers and Harrison Ferrone. Log in Create a Unity ID Home Oct 22, 2018 · bulletJob. and remove Destroy (gameObject) from your Cloning Script , Otherwise this will delete you Main game Object every time rather than the clone. // field on this job. You don’t need to FIND object again (you collide with it). void smokeFun() {. Destroy(this. deltaTime) per bullet, but that's not a BIG calculation, so it's up to you . Many thanks for your help. What happens is that since the script is attached to the player, the bullet will only be destroyed when it hits the player, not the plane. Nov 19, 2016 · 9. Reply. drewradley, Nov 7, 2013. So after spawning you can just call Destroy(instantiatedHole, 5) to destroy an object after 5 seconds. The solution I have here kind of works. i'm new to javascript and unity myself, but i'm using this successfully with a distance destroy code on my bullet clones Jan 1, 2015 · using UnityEngine; using System. In it use an RPC to Destroy the object ( This requires PhotonView component on the object) GetComponent<PhotonView>(). Oct 11, 2015 · This is my new enemy bullet script but the bullet still goes through walls. It just sits there. Instead of ddoing that, it will just travel for 2 seconds and then stop. So you need to destroy that prefab as a game object. I think you are using Bullet as a prefab. JayFitz91 July 8, 2014, 7:44pm 1. Thanks for the advise, I was looking through my scripts and I found this one: Code (CSharp): using System. here is code: Jul 18, 2010 · A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. {. generally crash’s when I try to shoot again. Note that the 'rotation' parameter is. Key FeaturesLearn C# Dec 2, 2022 · Destroy(gameObject); It’s also possible to pass in a float delay value when calling the destroy method. Jan 21, 2013 · I have the following code attached to the bullet prefab to destroy the bullet after a certain amount of seconds. gameObject it will destroy the bullet clone it's attached to when it's time runs out. it has to calculate Time. This way the bullet which is handled later is excused from doing any freeing, but still both bullets should get freed. Can someone point me in the right direction please? Jan 12, 2023 · I am building a top down shooter, I have a player that can move and shoot projectiles towards the mouse cursor. 0; var hitPoints = 100. gameObject); Oct 25, 2018 · I tried using ParticleSystem. 2. time (or time. Destroy() should work, but in case it doesn't add a simple script to the bullet called " Destroyer " or something. There are a couple of ways around this. As it’s a platform this is proving a serious problem, the bullets carry on down to the next enemy AI and kills it long before the player AI gets there. This can be done by passing a float value as an argument to the Destroy () function. I am trying to make it so that when you are near an object, score goes up, but the object that you are near gets destroyed after a certain amount of time. yx hv wz za az pi hf ji gg sm