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Question by TheIrishninjas · Mar 05, 2018 at 02:12 PM · 2denemylevelrunnerfiring

Enemy shooting at player

Hi guys! So, I'm working on a game level for college that's due this Friday, it's a runner-type level with a helicopter chasing and shooting the player, however I can't get the shooting script to work. I'll post my script here, mostly taken from this video: https://www.youtube.com/watch?v=fxjRtaV4N7g . If anyone can help me with this, please do so, this is urgent :

 public float playerRange;
 public GameObject player;
 public Transform launchPoint;
 public float bulletSpeed = 10;
 public Rigidbody bullet;
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player");
 }
 void Fire()
 {
     Rigidbody bulletClone = Instantiate(bullet, launchPoint.position, launchPoint.rotation);
     bulletClone.velocity = transform.forward * bulletSpeed;
 }
 void Update()
 {
     Debug.DrawLine(new Vector3(transform.position.x - playerRange, transform.position.y, transform.position.z), new Vector3(transform.position.x + playerRange, transform.position.y, transform.position.z));
     Fire();
 }

Thanks, anyone who reads this! :D

EDIT: Changed some code, here it is now still not working:

 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player");
 }
 void Fire()
 {
   Instantiate(bullet, launchPoint.position, launchPoint.rotation);
   print("It should be firing at this point");
 }
 // Update is called once per frame
 void Update()
 {
     Debug.DrawLine(new Vector3(transform.position.x - playerRange, transform.position.y, transform.position.z), new Vector3(transform.position.x + playerRange, transform.position.y, transform.position.z));
     if (transform.localScale.x < 0 && player.transform.position.x > transform.position.x && player.transform.position.x < transform.position.x + playerRange)
     {
         Fire();
     }
 }

AND here's the bullet code I added, damage commented out for now:

 void Start () {
     
 }

 // Update is called once per frame
 void Update() {
     GetComponent<Rigidbody2D>().velocity = new Vector2(speed, GetComponent<Rigidbody2D>().velocity.y);
 }
 private void OnTriggerEnter2D(Collider2D other)
 {
     if(other.tag == "Player")
     {
         //PlayerCK.hurtPlayer(damage);
     }
 }


(Global variables removed for formatting)

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Answer by JohnBrown22 · Mar 05, 2018 at 12:33 PM

Why make bulletClone and bullet Rigidbodies? isn't it easier to make them GameObjects and prefab rigidbodies withing them?

Try :

 public GameObject bullet;
 
  void Fire()
  {
      Gameobject bulletClone = Instantiate(bullet, launchPoint.position, launchPoint.rotation);
      bulletClone.GetComponent<Rigidbody>().velocity = transform.forward * bulletSpeed;
  }

Let me know if this worked.

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avatar image TheIrishninjas · Mar 06, 2018 at 11:21 AM 0
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Hey JohnBrown22, Thanks for replying to this. I've changed the code and posted it as an edit here, I think I implemented the solution you suggested, and it's still not working. Thanks for the reply, though.

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