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Question by KingSloth · Jul 30, 2019 at 11:09 PM · c#transformai

Simple Sentry Guard Creation Help

I need to make a couple of sentry type guards for my game, and they would basically just be standing still, and need to fire at the player when he enters a certain zone.

I need help shooting at the player. I would just have to change the if statement on this script to something that tracks the player... Thanks in advance.

public Transform firePoint; public GameObject projectilePrefab; GameObject projectileInstance;

 // Update is called once per frame
 void Update () {
     if (Input.GetKeyDown(KeyCode.V)) {
         
         Instantiate (projectilePrefab, firePoint.position, firePoint.rotation);

     }


 }
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avatar image Magso · Jul 31, 2019 at 12:13 AM 0
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Are you asking how to check when the player is within a certain distance or has hit a trigger, or how to look at the player?

avatar image KingSloth · Jul 31, 2019 at 01:18 AM 0
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@$$anonymous$$agso I know how to use triggers and area, but looking at the player is where I am currently struggling.

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Answer by Magso · Jul 31, 2019 at 01:29 PM

You can use LookAt but that will lock the objects rotation on to the player. If you want a smooth rotation you can use LookRotation and Slerp like this.

 float smoothness;
 void LateUpdate () {
     var playerDirection = Quaternion.LookRotation(player.position - transform.position);
     transform.rotation = Quaternion.Slerp(transform.rotation, playerDirection, Time.deltaTime / smoothness);
 }


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avatar image KingSloth · Jul 31, 2019 at 11:14 PM 0
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Thank you so much!

avatar image KingSloth · Jul 31, 2019 at 11:56 PM 0
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@$$anonymous$$agso It works perfectly except it shoves my prefab under the map? I tried freezing the rotation and position but that didn't work. Any ideas on a fix? Also, in my script, once the player enters a certain area, the guard starts to fire, how can I space out the shots ins$$anonymous$$d of them firing every single frame? Thanks again!

avatar image Magso KingSloth · Aug 01, 2019 at 12:24 AM 0
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It shouldn't shove it under the map, it's not altering the position in any way. The only way I could think is that the guard is a child with a localPosition.z under -5 of the object this script is on which would cause it to pendulate. Also for your second question, look up 'coroutines'.

avatar image KingSloth · Aug 01, 2019 at 05:43 PM 0
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Thank you so much. It all works perfectly now.

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Answer by KingSloth · Jul 31, 2019 at 11:56 PM

@Magso It works perfectly except it shoves my prefab under the map? I tried freezing the rotation and position but that didn't work. Any ideas on a fix?

Also, in my script, once the player enters a certain area, the guard starts to fire, how can I space out the shots instead of them firing every single frame?

Thanks again!

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