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Question by Hellraiser2484 · May 04, 2016 at 09:49 PM · directionprojectiletargetingtransform.forward

Projectile Direction issue - Sentry Turret - Autoaim

Hi, i'm having a frustrating issue. i'm current making 2.5d Platformer. my guns etc work fine with my character and the way he is facing, it seems to be my static sentry.

one of the features is my guy is able to deploy a sentry turret something similar to Team Fortress 2 engineer sentry, along the lines of Deploy, Auto Aim and Fire when enemy is in range etc. currently i only want it to fire left and right no up or down until i can sort out my issue.

I currently am able to deploy the turret, have it fire with the use of a collider which is all and well except, it only fires to the right.. even when my turret is facing left the projectiles seem to want to go right..

i have tried to change multiple things. transform. forward, transform.right ive tried numerous ways of trying to change the direction with no such luck.

i know i must be missing something or have set something up the wrong way from the get go. any help would be appreciated. i will attach my scripts maybe someone will be able to find use out of some of it and possible find a solution to others.

Currently i have it able to detect my player for testing purposes. enemy doesn't change anything either.

Sentry Script (Child of Player) - Attached to Player and activated when key pressed.

 public class TurretController : MonoBehaviour {
 
     public turretFire turretFire;
 
     public float nextFire;
     public float fireRate;
 
     // Use this for initialization
     void Start () {
         nextFire = 0f;
     }
     
     // Update is called once per frame
     void Update () 
     {
         Vector3 newPos = transform.position;
         transform.parent = null;
         transform.position = newPos;
     }
 
     public void activateTurret()
     {
         //Debug.Log ("Turret Activated Test");
         gameObject.SetActive (true);
     }
 
 
     void OnTriggerEnter(Collider other)
     {
         if (other.tag == "Player") {
             if (Time.time > nextFire) {
                 nextFire = Time.time + fireRate;
                 if(nextFire > 0)
                 {
                     turretFire.shootTurret();
                 }
             }
         }
     }
 
     void OnTriggerStay(Collider other)
     {
         if (other.tag == "Player") {
             if (Time.time > nextFire) {
                 nextFire = Time.time + fireRate;
                 if(nextFire > 0)
                 {
                     turretFire.shootTurret();
                 }
             }
         }
     }
 }

Muzzle Script - Attached to turret

 public class turretFire : MonoBehaviour {
 
     public GameObject turretProjectile;
 
     private Transform myTransform;
 
     // Use this for initialization
     void Awake () {
         myTransform = transform;
         myTransform.GetComponent<Rigidbody> ();
     }
 
     // Update is called once per frame
     void Update () {
 
     }
 
     public void shootTurret()
     {
         Instantiate (turretProjectile, myTransform.position, myTransform.rotation); 
     }
 }

Projectile Script

 public class turretProjectile: MonoBehaviour {
 
     public float projectileSpeed;
 
     private Rigidbody myRB;
 
     // Use this for initialization
     void Awake () {
         myRB = GetComponent<Rigidbody> ();
 
         myRB.AddForce(transform.forward * projectileSpeed, ForceMode.Impulse);
 
     }
 
     // Update is called once per frame
     void Update () {
     }
 }

any help or advice would be greatly appreciated.

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