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Question by boyoh2003 · Nov 21, 2017 at 09:13 PM · c#enemyshooting

How do I stop my enemies from rapidfiring?

I'm attempting to create an fps enemy, but I am having an irritating bug. The enemies are shooting without delay, causing close combat to be impossible. If you can be help: Here is the enemy shooting script:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Sight : MonoBehaviour { TargetPlayer TP;

 GameObject Player;
 public GameObject SightOwner;

 public float Damage = 50f;

 public ParticleSystem MuzzleFlash;

 public GameObject Emitter;

 public Rigidbody Bullet;
 public Transform Spawn;
 public int Stranth = 5000;

 bool Shot = false;
 public float fireRate = 0.5f;

 GameObject AudioManage;
 AudioManager AudioSounder;
 // Use this for initialization
 void Start () 
 {
     Player = GameObject.FindGameObjectWithTag ("Player");

     TP = SightOwner.GetComponent<TargetPlayer> ();

     AudioManage = GameObject.Find ("AudioManager");
     AudioSounder = AudioManage.GetComponent<AudioManager> ();
 }

 void Update()
 {
 }

 IEnumerator ShootDelay()
 {
     yield return new WaitForSeconds (fireRate);

 }

 // Update is called once per frame
 void OnTriggerEnter () 
 {
     TP.enabled = true;
 }

 void OnTriggerStay (Collider Col)
 {
     if (Col.tag == "Player") 
     {
         SightOwner.transform.LookAt (Player.transform.position);
         if (Shot == false) 
         {
             ShootAtPlayer ();
         }
         else if (Shot == true) 
         {
             StartCoroutine (ShootDelay());
         }
     }
 }

 void OnTriggerExit ()
 {
     
 }

 void ShootAtPlayer()
 {
     
     MuzzleFlash.Play ();

     Rigidbody DaBullet;
     DaBullet = Instantiate (Bullet, Spawn.position, Spawn.rotation) as Rigidbody;
     Shot = true;
     DaBullet.AddForce (Spawn.forward * Stranth);
     AudioSounder.Play("MusketSound");
     Destroy (DaBullet, 2);
     Debug.Log ("Pew");
 }

}

Here's a video: https://youtu.be/BKv-I4vC6Ow Any help is appreciated :)

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Answer by EDevJogos · Nov 21, 2017 at 10:30 PM

I would recommend for you to take a look again on how coroutines work, but for the time being this should fix it.

 IEnumerator ShootDelay()
  {
      yield return new WaitForSeconds (fireRate);
      
      Shot = false; //Add this.
  }
 
 void OnTriggerStay (Collider Col)
  {
      if (Col.tag == "Player") 
      {
          SightOwner.transform.LookAt (Player.transform.position);
          if (Shot == false) 
          {
              ShootAtPlayer ();
          }
          /*else if (Shot == true) Remove this.
          {
              StartCoroutine (ShootDelay());
          }*/
      }
  }
  
  void ShootAtPlayer()
  {
      
      MuzzleFlash.Play ();
      Rigidbody DaBullet;
      DaBullet = Instantiate (Bullet, Spawn.position, Spawn.rotation) as Rigidbody;
      DaBullet.AddForce (Spawn.forward * Stranth);
      AudioSounder.Play("MusketSound");
      Destroy (DaBullet, 2);
      Debug.Log ("Pew");
      
      Shot = true;
      StartCoroutine (ShootDelay()); // Add this.
  }
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avatar image boyoh2003 · Nov 22, 2017 at 12:53 AM 0
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Thank you for replying. I agree that I need to do more research, but I am still confused on what is causing this problem. I tried what you sent me(thank you again for it), but the problem is still there. Do you know why it is happening, should I rebuild this part differently?

avatar image MaxGuernseyIII boyoh2003 · Nov 22, 2017 at 01:02 AM 1
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Did you copy and paste @Search's code or did you try to make the changes by hand?

If you made them by hand, make sure you put in the StartCoroutine(ShootDelay()); line into ShootAtPlayer.

avatar image boyoh2003 · Nov 22, 2017 at 01:02 AM 0
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Oh, wait... never $$anonymous$$d. I just had to adjust where the coroutine started and where shot equaled true. Thx.

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