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Question by decerto · Apr 27, 2012 at 08:38 AM · aienemyshoot

How to make this enemy script shoot upwards?

Hey,

I'm new to unity and I have this script for one of my enemies. The only problem is that I've been trying to make them shoot upwards when I jump in the air. They only seem to shoot straight and not on the Y axis. I've been looking for a solution on the internet for a couple of days now, but without any luck so I decided to try here.

Thank you for your time!

 private var target : Transform; 
     var rotateSpeed = 20;
     var moveSpeed = 5;
     var hitPoints = 10;
     var bulletDEAD : Transform;
     var explosionDEAD :  Transform;
     private var dead : boolean = false;
     private var currentHitPoints = hitPoints;
     var liftForce = 50;
     var projectile : Rigidbody;
     var Points1 : GameObject;
     var Points2 : GameObject;
     var ScoreAmount = 10;
     var force = 12.0;
     var damage = 5.0;
     var bulletsPerClip = 60;
     static var clips = 20;
     var reloadTime = 0.5;
     var hitParticles : ParticleEmitter;
     var muzzleFlash : Renderer;
     public var triggerTime = 0.05f;
     private var bulletsLeft : int = 0;
     private var nextFireTime = 0.0;
     private var m_LastFrameShot = -1;
     var bulletVelocity = 40;
 
 
     function Start () {
     // get the ParticleEmitter component from the object
     hitParticles = GetComponentInChildren(ParticleEmitter);
     
     // emit particles only when we hit something.
     if (hitParticles)
         hitParticles.emit = false;
     bulletsLeft = bulletsPerClip;
     
     // search for the player tagger "player"
     if (target == null && GameObject.FindWithTag("Player"))  
             target = GameObject.FindWithTag("Player").transform;
         currentHitPoints = hitPoints;
          
     }
     
     // function to destroy the object if it gets out of bounds
     function ColliderBoundDamage (damage : float) {    
     var spawner : SpawnManager = GetComponent(SpawnManager);
 
         if (currentHitPoints <= 0)
             return;
 
         currentHitPoints -= damage;
 
         if (!dead && currentHitPoints <= 0) {
             dead = true;                              // changes the "dead" boolean option to true
             Destroy(gameObject);                 // destroy the gameObject
             spawner.amountEnemies -= 1;      // inform the spawn manager about the object's death
 
         }
     }
 
     // function for getting killed by a bullet
     function ApplyBulletDamage (damage : float) {     
     var spawner : SpawnManager = GetComponent(SpawnManager);
 
         if (currentHitPoints <= 0)
             return;
 
         currentHitPoints -= damage;
 
         if (!dead && currentHitPoints <= 0) {
             dead = true;
             Destroy(gameObject);
             Instantiate(Points1, transform.position, Quaternion.identity);     // spawn a 3d text containing information about points
             Instantiate(bulletDEAD, transform.position, transform.rotation); // spawn a dead replacement of the object 
             spawner.amountEnemies -= 1;      // inform the spawn manager about the object's death
             GUIController.MyScoreCounter += ScoreAmount;  // Add scores!
 
         }
     }
     
     //function for getting killed by an explosion
     function ApplyExplosionDamage (damage : float) {  
         var spawner : SpawnManager = GetComponent(SpawnManager);
 
         if (currentHitPoints <= 0)
             return;
 
         currentHitPoints -= damage;
 
         if (!dead && currentHitPoints <= 0) {
             dead = true;
             Destroy(gameObject);
             Instantiate(Points2, transform.position, Quaternion.identity);     // spawn a 3d text containing information about points
             Instantiate(explosionDEAD, transform.position, transform.rotation); // spawn a dead replacement of the object 
             spawner.amountEnemies -= 1;      // inform the spawn manager about the object's death
             GUIController.MyScoreCounter += ScoreAmount;  // Add scores!
         }
     }
     
 
     function FixedUpdate () {
         if (target == null)
             return;
         
         var direction  = transform.TransformDirection(Vector3.forward);
         var hit : RaycastHit;
 
 
          // the climb object part
         if (Physics.Raycast(transform.position, direction, hit, 3)) {  // raycast 3 units ahead of the object
             if (hit.transform.tag == "Climb" && !dead) {           // if the raycast hits an object tagged "Climb"
                 transform.rigidbody.AddForce(Vector3.up *liftForce);    // lift the object up until it overcomes the obstacle
             }
         }
                    
             
         // the rotate part
         if (target && !dead) {
             var rot = Quaternion.LookRotation(target.position - transform.position);
             var rotationX = rot.eulerAngles.y;
             var xQuaternion = Quaternion.AngleAxis(rotationX, Vector3(0, 1l, 0));
         
             transform.localRotation = Quaternion.Slerp(transform.localRotation, xQuaternion, Time.deltaTime * rotateSpeed);
             }
         // the shoot part
         // detect the distance between the player and the enemy
         var dist = Vector3.Distance(target.position, transform.position);     
         if ( dist < Random.Range(20, 30) )    // if in range, shoot!
         Fire();
      
         else 
         // if not, keep walking!
         if ( dist < Random.Range(50, 60)  )
         transform.rigidbody.MovePosition(transform.rigidbody.position + transform.TransformDirection(0, 0, moveSpeed) * Time.deltaTime);
     
     }
     
 function LateUpdate() {
     if (muzzleFlash) {
         if (m_LastFrameShot == Time.frameCount) {
             muzzleFlash.enabled = true;
 
             
         } else {
         // Don't show muccle flash if we're not firing
             muzzleFlash.enabled = false;
             enabled = false;
             
             // Play Gunfire sound
             if (audio)
             audio.Play();
             audio.loop = false;
             
                 
             
         }
     }
 }
 
 //the fire part
 function Fire () {
         var fireRate = Random.Range(0.1, 0.2);  // give a small range of fireRate values to the enemies
         
 
     // Keep firing until we used up the fire time
     while( nextFireTime < Time.time && bulletsLeft != 0) {
         FireOneShot();
         nextFireTime += fireRate;
         }
 }
 
 function FireOneShot () {
     var direction = transform.TransformDirection(Random.Range(-0.05f, 0.05f) * triggerTime, Random.Range(-0.05f, 0.05f) * triggerTime, 1);
     var hit : RaycastHit;
     var clone : Rigidbody;
     
 audio.Play(); // play the shoot sound
 // instantiate a projectile
 clone = Instantiate(projectile, transform.position, transform.rotation);
 // and make it shoot forward by giving it a velocity
 clone.velocity = transform.TransformDirection (Vector3.forward * bulletVelocity);
 // ignore collision with the roof collider so that the enemy doesnt hurt itself from shooting
 Physics.IgnoreCollision( clone.collider, transform.root.collider );
 
     // raycasts forward
     if (Physics.Raycast (transform.position, direction, hit)) {
         // Apply a force to the rigidbody we hit
         if (hit.rigidbody)
             hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
             
         
         // spawn hit particle effects to the normals we hit
         if (hitParticles) {
             hitParticles.transform.position = hit.point;
             hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
             hitParticles.Emit();
             
             
            
         }
 
         // Send a damage message to the hit object            
         hit.collider.SendMessageUpwards("ApplyPlayerDamage", damage, SendMessageOptions.DontRequireReceiver);
         hit.collider.SendMessageUpwards("ApplyPropsDamage", damage, SendMessageOptions.DontRequireReceiver);
 
     }
     // get bullets left
     bulletsLeft--;
 
     // Register that we shot this frame,
     // so that the LateUpdate function enabled the muzzleflash renderer for one frame
     m_LastFrameShot = Time.frameCount;
     enabled = true;
     
     // Reload gun in reload Time        
      if (bulletsLeft == 0)
       Reload();
       return;    
 }
   
 // a reload function to make sure the enemy isn't overpowered by giving it a brief reload time every 
 // time it shoots
 function Reload (){ 
 // wait for a specific amount of time
 yield WaitForSeconds(reloadTime); 
    
    clips--;
     bulletsLeft = bulletsPerClip; 
 }
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Answer by bompi88 · Apr 27, 2012 at 01:24 PM

here is your problem i think:

 // and make it shoot forward by giving it a velocity
 clone.velocity = transform.TransformDirection (Vector3.forward * bulletVelocity);

you should do something like:

 var ShootDir : Vector3;
 
 if (!InJump) {
      ShootDir = Vector3.forward;
 } else {
      // Change 0.3 to what fits you.
      ShootDir = Vector3.forward + Vector3(0,0.3,0);
 }
 
 clone.velocity = transform.TransformDirection (ShootDir * bulletVelocity);

The InJump is a boolean you can change in your jump code. You would also have to update your raycast direction with the same value, i think. PS.: I`m usually coding in c#.

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