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Question by bayerly · Sep 02, 2013 at 12:51 AM · instantiatecontrollerdirectionprojectiletop down

Want to instantiate projectile in direction character is moving.

Hi all,

I've got what I feel like is a pretty simple question, hopefully I'll get it across clearly here.

I've got a top-down game using the character control script below. I want to add to that script so that it instantiates a projectile in the direction the character is moving. For example if the character is moving up and to the left, I want to hit "FIRE", thus instantiating a projectile, and add WHATEVER force to the projectile in the UP/LEFT direction.

Here's my character control script (I'm using Javascript):

 var speed : float = 6.0;
 var jumpSpeed : float = 8.0;
 var gravity : float = 20.0;
 var projectile : Rigidbody;
 var canfire : boolean = true;
 var ballspeed : int = 25;
      function Update() {
         var controller : CharacterController = GetComponent(CharacterController);
         if (controller.isGrounded) {
             // We are grounded, so recalculate
             // move direction directly from axes
             moveDirection = Vector3(Input.GetAxis("HorizontalP1"), 0,
                                     Input.GetAxis("VerticalP1"));
             moveDirection = transform.TransformDirection(moveDirection);
             moveDirection *= speed;
                     
 }
 
         // Apply gravity
         moveDirection.y -= gravity * Time.deltaTime;
         
         // Move the controller
         controller.Move(moveDirection * Time.deltaTime);
         
     }


It seems like I could just use "moveDirection" as a variable in a few lines of instantiate scripting. Not sure what the syntax would be though. Any help appreciated!

Pat

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Answer by bayerly · Sep 02, 2013 at 01:13 AM

Took a while, but I finally got it, and it's just like I suspected! I just inserted my instantiate projectile script into the end of the script (before gravity/jumping), and used the moveDirection variable to direct the projectile :) also added a "ballspeed" var so I can determine how much force I add to the projectile in the editor. Code below:

 var speed : float = 6.0;
 var jumpSpeed : float = 8.0;
 var gravity : float = 20.0;
 var projectile : Rigidbody;
 var canfire : boolean = true;
 var ballspeed : int = 25;
      function Update() {
         var controller : CharacterController = GetComponent(CharacterController);
         if (controller.isGrounded) {
             // We are grounded, so recalculate
             // move direction directly from axes
             moveDirection = Vector3(Input.GetAxis("HorizontalP1"), 0,
                                     Input.GetAxis("VerticalP1"));
             moveDirection = transform.TransformDirection(moveDirection);
             moveDirection *= speed;
                     
 }
 
         // Apply gravity
         moveDirection.y -= gravity * Time.deltaTime;
         
         // Move the controller
         controller.Move(moveDirection * Time.deltaTime);
         
         
                 if (Input.GetButtonDown("Fire1")) {
             // Instantiate the projectile at the position and rotation of this transform
             var clone : Rigidbody;
             clone = Instantiate(projectile, transform.position, transform.rotation);
             
             // Give the cloned object an initial velocity along the current 
             // object's Z axis
             clone.velocity = transform.TransformDirection (moveDirection * ballspeed);}
         
     }
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