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Question by davide2001 · Oct 23, 2015 at 06:06 PM · javascriptfpsgunfirerate

fireRate javascript?

I'm making a miniagme, were, you can shoot. I use this Firerate stript, and I don't know why it doesn't work: the scene start, I shot one time, and the x become equal to 0.511. I don't know why it doens't works! can you help me please? this is an example, like my real script:

 #pragma strict
 var spownPoint : Transform;
 var bullet : GameObject;
 var bool : boolean;
 var force : int=1000;
 var x : GameObject;
 var z : float;
 var y :float;
 
 function Start ()
 {
 }
 function Update () 
 {
  
     if(Input.GetKey(KeyCode.E)&&Time.deltaTime>z)
     {
         z = Time.deltaTime+y;
         shot();
 
     }
     
 
 }
 function shot()
 {
     var x = Instantiate(bullet, spownPoint.position, spownPoint.rotation);
     x.GetComponent.<Rigidbody>().AddForce(x.transform.forward*forza);
 }
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Answer by SniperEvan · Oct 24, 2015 at 06:57 AM

Time.deltaTime is the time that occurred between frames. I think you should be using Time.time instead (in both spots) Let me know if that fixes it.

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avatar image davide2001 · Oct 24, 2015 at 08:22 AM 0
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Thanks, now I use another script, becouse it is better

this is the script

 #pragma strict
 var posizione : Transform;
 var proiettile : GameObject;
 var bool : boolean;
 var forza : int=1000;
 var canFire : boolean;
 var Firerate : float;
 function Start ()
 {
     
 
 }
 function Update () 
 {
  
     if(Input.Get$$anonymous$$ey($$anonymous$$eyCode.E)&&canFire==false)
     {    
         Sparo();
     }
     
 }
 
 function Sparo()
 {
         canFire=true;
         var x = Instantiate(proiettile, posizione.position, posizione.rotation);
         x.GetComponent.<Rigidbody>().AddForce(x.transform.forward*forza);
         yield WaitForSeconds (Firerate);
         canFire=false;
 }

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