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Question by goosoodude · Sep 24, 2011 at 06:09 PM · rocket

Fps tutorial: Rocket problem: Rocket doesnt work.

I am using a robot with a gun as my AI. The rocket won't even fire properly. It just goes somewhere else, when it is supposed to go to the player. Even when I try to use the launcher it just falls down and explodes and when i try to fire it after it explodes, an error pops up saying that i am trying to fire a rigibody that has been destroyed.

The Script for rocket:

 // The reference to the explosion prefab
 var explosion : GameObject;
 var timeOut = 3.0;
 
 // Kill the rocket after a while automatically
 function Start () {
     Invoke("Kill", timeOut);
 }
 
 
 function OnCollisionEnter (collision : Collision) {
     // Instantiate explosion at the impact point and rotate the explosion
     // so that the y-axis faces along the surface normal
     var contact : ContactPoint = collision.contacts[0];
     var rotation = Quaternion.FromToRotation(Vector3.up, contact.normal);
     Instantiate (explosion, contact.point, rotation);
 
     // And kill our selves
     Kill ();    
 }
 
 function Kill () {
     // Stop emitting particles in any children
     var emitter : ParticleEmitter= GetComponentInChildren(ParticleEmitter);
     if (emitter)
         emitter.emit = false;
 
     // Detach children - We do this to detach the trail rendererer which should be set up to auto destruct
     transform.DetachChildren();
         
     // Destroy the projectile
     Destroy(gameObject);
 }
 
 
 @script RequireComponent (Rigidbody)


The rocket Launcher script:

 var projectile : Rigidbody;
 var initialSpeed = 20.0;
 var reloadTime = 0.5;
 var ammoCount = 20;
 private var lastShot = -10.0;
 
 function Fire () {
     // Did the time exceed the reload time?
     if (Time.time > reloadTime + lastShot && ammoCount > 0) {
         // create a new projectile, use the same position and rotation as the Launcher.
         var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);
             
         // Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform.
         instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
 
         // Ignore collisions between the missile and the character controller
         Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);
         
         lastShot = Time.time;
         ammoCount--;
     }
 }

Thanks

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avatar image goosoodude · Sep 24, 2011 at 09:50 PM 0
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So has anybody looked it over?

avatar image syclamoth · Sep 24, 2011 at 10:48 PM 0
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Is the rocket on a prefab? It looks like you're trying to use a scene object for this!

avatar image goosoodude · Sep 25, 2011 at 02:38 PM 0
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Oh and yea, it is a prefab, I just use the one from the fps tutorial. also, I ad the rocket to the scene and possition it in front of the launcher. In addition, when i ad the rocket's script, it just takes away the prefab. (which you are probably already know!)

avatar image goosoodude · Sep 25, 2011 at 10:02 PM 0
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Well? So what's the problem

avatar image goosoodude · Sep 25, 2011 at 10:48 PM 0
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I fixed that problem, but it won't inflict damage.

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