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machine gun js timing
ok so i use the machine gun js. (see below) but it shoots far more than how many bullets i ask it to. i also cant seem to change how fast the fire rate is. well i can but it does nothing.
var projectile : Rigidbody;
var speed = 20;
var range = 100.0;
var fireRate = 3;
var force = 10.0;
var damage = 20;
var bulletsPerClip = 40;
var clips = 50;
var reloadTime = 4;
private var hitParticles : ParticleEmitter;
var muzzleFlash : Renderer;
private var bulletsLeft : int = 0;
private var nextFireTime = 0.0;
private var m_LastFrameShot = -1;
function Start ()
{
hitParticles = GetComponentInChildren(ParticleEmitter);
// We don't want to emit particles all the time, only when we hit something.
if (hitParticles)
hitParticles.emit = false;
bulletsLeft = bulletsPerClip;
}
function Update()
{
if( Input.GetButton( "Fire1" ) )
{
var instantiatedProjectile : Rigidbody = Instantiate( projectile, transform.position, transform.rotation );
instantiatedProjectile.velocity =
transform.TransformDirection( Vector3( 0, 0, speed ) );
Physics.IgnoreCollision( instantiatedProjectile. collider, transform.root.collider );
}
}
function LateUpdate()
{
if (muzzleFlash)
{
// We shot this frame, enable the muzzle flash
if (m_LastFrameShot == Time.frameCount)
{
muzzleFlash.transform.localRotation =
Quaternion.AngleAxis(Random.Range(0, 359), Vector3.forward);
muzzleFlash.enabled = true;
if (audio)
{
if (!audio.isPlaying)
audio.Play();
audio.loop = true;
}
}
// We didn't, disable the muzzle flash
else
{
muzzleFlash.enabled = false;
enabled = false;
// Play sound
if (audio)
{
audio.loop = false;
}
}
}
}
function Fire ()
{
if (bulletsLeft == 0)
return;
// If there is more than one bullet between the last and this frame
// Reset the nextFireTime
if (Time.time - fireRate > nextFireTime)
nextFireTime = Time.time - Time.deltaTime;
// Keep firing until we used up the fire time
while( nextFireTime < Time.time && bulletsLeft != 0)
{
FireOneShot();
nextFireTime += fireRate;
}
}
function FireOneShot ()
{
var direction = transform.TransformDirection(Vector3.forward);
var hit : RaycastHit;
// Did we hit anything?
if (Physics.Raycast (transform.position, direction, hit, range))
{
// Apply a force to the rigidbody we hit
if (hit.rigidbody)
hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
// Place the particle system for spawing out of place where we hit the surface!
// And spawn a couple of particles
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("ApplyDamage", damage,
SendMessageOptions.DontRequireReceiver);
}
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();
}
function Reload () {
// Wait for reload time first - then add more bullets!
yield WaitForSeconds(reloadTime);
// We have a clip left reload
if (clips > 0)
{
clips--;
bulletsLeft = bulletsPerClip;
}
}
function GetBulletsLeft () {
return bulletsLeft;
}
Answer by Mike 3 · Jun 23, 2010 at 09:48 PM
You don't seem to be calling any of the bottom functions at all
My guess is that you should be instantiating inside Fire or FireOneShot instead of every frame the mouse button is held down
And probably call Fire from where you're instantiating now