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Question by Mint92 · Apr 29, 2014 at 12:27 PM · networkbulletturn-based

Help with turn based bullet fire

 void Update () 
     {
         if (game.running && Network.player == owner) 
         {
                 playerActive = true;
         
                 bool shootButton;
             
             
                 //Move the player left and right using the arrow keys 
                 if(Input.GetButtonDown("Right"))
                 {
                     transform.position = new Vector3(transform.position.x + 1.0f, transform.position.y,transform.position.z);
                 }
                 else if(Input.GetButtonDown("Left"))
                 {
                     transform.position = new Vector3(transform.position.x -1.0f, transform.position.y,transform.position.z);
                 }
     
             
             
             
                 if (Input.GetKey("space")) 
                 {
                     shootButton = true;
                 }
                 else 
                 {
                     shootButton = false;
                 }
                 
                 //Call SetPosition to notifty the client is moving
                 if(Vector3.Distance(transform.position,lastPosition) <= 1)
                 {
                     networkView.RPC("Log", RPCMode.Server, "Client " + owner + " is moving");
                     lastPosition = transform.position;
                     networkView.RPC("SetPosition", RPCMode.Others, gameObject.name, transform.position);
                 }
         
                 if (shootButton == true && Time.time > nextFire) 
                 {
                     Debug.Log("Firing!");
                     nextFire = Time.time + reloadTime;
                 
                     Transform turret = transform.Find("TurretPivotControl");
                     TurretControl turretScript = (TurretControl)turret.GetComponent("TurretControl");
                 
                 
                     if (Network.isServer)
                     {
                         Debug.Log("Server is spawning Bullet" + bulletCount + " fired by " + gameObject.name);
                         
 
                         // call FireBullet RPC in clients
                         networkView.RPC("FireBullet", RPCMode.Others, gameObject.name, "Bullet"+bulletCount, transform.Find("TurretPivotControl/Turret/BulletSpawnPoint").transform.position, turret.transform.rotation, turretScript.getForce());
 
                         // create bullet on local server                    
                         GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.Find("TurretPivotControl/Turret/BulletSpawnPoint").transform.position, turret.transform.rotation);
                         bullet.name = "Bullet"+bulletCount;
                         
                         ((Bullet)bullet.GetComponent("Bullet")).setFiredBy(gameObject.name);
                         
                         // add bullet to server list of bullets
                         game.AddBullet(bullet);
                         
                         bulletCount++;
                         
                         bullet.rigidbody.AddForce(turret.right * turretScript.getForce());
                     }
                 else
                 {
                         networkView.RPC("Log", RPCMode.Server, "Client has fired Bullet"+bulletCount);
                         // call server FireBullet RPC 
                         networkView.RPC("ServerFireBullet", RPCMode.Server, gameObject.name, transform.Find("TurretPivotControl/Turret/BulletSpawnPoint").transform.position, turret.transform.rotation, turretScript.getForce());
                 }
             }
         }        
     }

this is my script that handles that spawns the bullet, but im abit stuck on how to make it turned based so after each player has fired 1 bullet, it switches.

i have another script,called connection which handles the player ID

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avatar image KiraSensei · Apr 29, 2014 at 12:32 PM 0
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I would suggest some kind of manager game object, that is independant from each player. Each time a player has made his move (like a shoot like you say), he tells the manager that he played.

The manager on its side must give the hand on one player at a time. It needs to know each player, and activate only one player at a time. Each time a player has played his move, the manager knows it (by having a specific variable valued), deactivate the player who just played, and activate the next one.

avatar image Mint92 · Apr 29, 2014 at 08:50 PM 0
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ill give that try

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