- Home /
Swich fire button form F to LMB
in this script the fire button is on F but i want it on LMB but i dont know how. can somone helt me pliz?
var Range : float = 1000;
var Force : float = 1000;
var Clips : int = 20;
var BulletPerClip : int = 60;
var RelaodTime : float = 3.3;
var Damage : int = 10;
var MoveSpeed: float = 1;
var BulletsLeft : int = 0;
var ShootTimer : float = 0;
var ShootCooler : float = 0.5;
public var ShootAudio : AudioClip;
public var ReloadAudio : AudioClip;
public var muzzleFlash : ParticleEmitter;
public var hitParticles : ParticleEmitter;
public var muzzleFlashTimer : float = 0;
public var KeyCooler : float = 0.5;
public var KeyTimer : float = 0;
public var muzzleFlashCooler : float = 0.5;
public var Lights1 : GameObject;
public var Lights2 : GameObject ;
public var Lights3 : GameObject;
public var BloodEffect : ParticleEmitter;
public var BloodEffectMain: ParticleEmitter;
//var PlayerPos : Transform;
//var RadarCam : Transform;
// //var Finder: Transform;
//var CamFinder: Transform;
function Start(){
// PlayerPos.rotation = Quaternion.Euler(0,96.93118,0); // PlayerPos.position = Finder.position; //RadarCam.position = CamFinder.position;
BulletsLeft = BulletPerClip;
muzzleFlash.emit = false;
DefaultPos = transform.localPosition;
hitParticles.emit = false;
BloodEffect.emit = false;
BloodEffectMain.emit = false;
}
function Update () {
//PlayerPos.rotation = mainPos.rotation; //PlayerPos.position = Finder.position; //RadarCam.position = CamFinder.position;
if( KeyTimer > 0){
KeyTimer -= Time.deltaTime;
}
if( KeyTimer < 0){
KeyTimer= 0;
}
if( muzzleFlashTimer > 0){
muzzleFlashTimer -= Time.deltaTime;
MuzzleFlash(); }
if( muzzleFlashTimer < 0){
muzzleFlashTimer = 0;
}
if( ShootTimer > 0){
ShootTimer -= Time.deltaTime;
}
if(ShootTimer < 0){
ShootTimer = 0;
}
if( KeyTimer == 0){
if(Input.GetKey(KeyCode.F) && BulletsLeft ){
if( ShootTimer == 0){
PlayShootAudio();
RayShoot();
ShootTimer = ShootCooler;
KeyTimer = KeyCooler;
}
if( muzzleFlashTimer == 0){
muzzleFlashTimer = muzzleFlashCooler;
MuzzleFlash ();
}
}
} }
function MuzzleFlash (){
if( muzzleFlashTimer > 0){
muzzleFlash.emit= false;
Lights1.active = false;
Lights2.active = false;
Lights3.active = false;
} if( muzzleFlashTimer == muzzleFlashCooler){
muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360 , Vector3.forward);
muzzleFlash.emit = true;
Lights1.active = true;
Lights2.active = true;
Lights3.active = true;
} }
function RayShoot (){
//GameObject.Find("m1911pistoleReloadandShooting").animation.Play("Shoot"); //(if your player has animations then remove the // infront of the GameObject.Find and then //(replace your objetcs name there. and then the animation name) var hit : RaycastHit;
var direction : Vector3 = transform.TransformDirection(Vector3.forward);
Debug.DrawRay(transform.position , direction * Range , Color.blue);
if(Physics.Raycast(transform.position , direction , hit, Range)){
var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
if(hit.rigidbody){
if(hitParticles){
hitParticles.transform.position = hit.point;
hitParticles.transform.localRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
hitParticles.Emit();
hit.rigidbody.AddForceAtPosition( direction * Force , hit.point);
hit.collider.SendMessageUpwards("ApplyDamage" , Damage , SendMessageOptions.DontRequireReceiver);
}
}
if(hit.collider.gameObject.CompareTag("Enemy")){
if( BloodEffect ){
if( BloodEffectMain){
BloodEffect.transform.position = hit.point;
BloodEffect.transform.position = hit.point;
BloodEffect.transform.localRotation = Quaternion.FromToRotation(Vector3.forward, hit.normal);
BloodEffectMain.transform.localRotation = Quaternion.FromToRotation(Vector3.forward, hit.normal);
BloodEffect.Emit();
BloodEffectMain.Emit();
}
}
}
}
BulletsLeft --;
if(BulletsLeft < 0){
BulletsLeft = 0;
}
if( BulletsLeft == 0 ){
Reload();
}
}
function Reload (){
PlayReloadAudio();
yield WaitForSeconds(0.2);
//GameObject.Find("m1911pistoleReloadandShooting").animation.Play("Reload"); //(if your player has animations then remove the // infront of the GameObject.Find and then
//(replace your objetcs name there. and then the animation name)
yield WaitForSeconds( RelaodTime);
if(Clips > 0){
BulletsLeft = BulletPerClip;
Clips -= 1;
} }
function PlayShootAudio(){
audio.PlayOneShot( ShootAudio);
}
function PlayReloadAudio(){
audio.PlayOneShot( ReloadAudio);
}
thanks
Answer by RyanZimmerman87 · Apr 12, 2013 at 09:12 PM
I cant believe you posted your entire script for this answer :)
if (Input.GetButtonDown ("Fire1"))
i did what you posted but now it says "enemy is nit defined" do you know what to do now?
Your answer
Follow this Question
Related Questions
Drag Rigid Bodies First Person Controller.js 0 Answers
Display issues with GUI only showing details for last object in list. 2 Answers
Zombie FPS 2 Answers
Raycast Positioning 2 Answers