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Question by s_aint47 · Apr 07, 2012 at 06:07 PM · rigidbodyinstantiateaddforceprojectile

one gameobject instantiaton not 100

I have this script here: #pragma strict

public var bombRange=1; public var maxBombs;

var speed : float = 15.0; var gravity : float = 20.0; var bombPrefab : GameObject; var smallBomb:GameObject; var hit : RaycastHit;
private var moveDirection : Vector3 = Vector3.zero;

function Update() { var controller : CharacterController = GetComponent(CharacterController);

 if (controller.isGrounded) {
     moveDirection = Vector3(Input.GetAxis("Horizontal"), 0,
                             Input.GetAxis("Vertical"));
     moveDirection = transform.TransformDirection(moveDirection);
     moveDirection *= speed;
     
 }
 moveDirection.y -= gravity * Time.deltaTime;
 controller.Move(moveDirection * Time.deltaTime);
 var spawnBomb = GameObject.Find("spawn_point").transform.position;
 if(Input.GetKeyDown("space")){
    var temp=Instantiate (bombPrefab,spawnBomb,Quaternion.identity);
    Destroy(temp,3);
   }
   if(temp==null){
       var bmb=Instantiate(smallBomb,GameObject.Find("downSpawn").transform.position,Quaternion.identity);
       bmb.rigidbody.AddForce(transform.forward*100);
 }

} Now when it instantiates the bmb var and aplies force to it, it will instantiate 100 bmb's. I only need just one. How am i doing it wrong?

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Answer by s_aint47 · Apr 08, 2012 at 10:51 AM

Solved: #pragma strict

public var bombRange=1; public var maxBombs;

var speed : float = 15.0; var gravity : float = 20.0; var bombPrefab : GameObject; var smallBomb:GameObject; var hit : RaycastHit;
private var moveDirection : Vector3 = Vector3.zero;

function Update() { var controller : CharacterController = GetComponent(CharacterController);

 if (controller.isGrounded) {
     moveDirection = Vector3(Input.GetAxis("Horizontal"), 0,
                             Input.GetAxis("Vertical"));
     moveDirection = transform.TransformDirection(moveDirection);
     moveDirection *= speed;
     
 }
 moveDirection.y -= gravity * Time.deltaTime;
 controller.Move(moveDirection * Time.deltaTime);
 SpawnBomb();  

} function SpawnBomb(){ var spawnBomb = GameObject.Find("spawn_point").transform.position; if(Input.GetKeyDown("space")){ var temp=Instantiate (bombPrefab,spawnBomb,Quaternion.identity);

       yield WaitForSeconds (2.99);
       var bmb1=Instantiate(smallBomb,GameObject.Find("upSpawn").transform.position,Quaternion.identity);
       bmb1.rigidbody.AddForce(0,0,10000);
       Destroy(bmb1,bombRange);
       var bmb2=Instantiate(smallBomb,GameObject.Find("downSpawn").transform.position,Quaternion.identity);
       bmb2.rigidbody.AddForce(0,0,-10000);
       Destroy(bmb2,bombRange);
       var bmb3=Instantiate(smallBomb,GameObject.Find("leftSpawn").transform.position,Quaternion.identity);
       bmb3.rigidbody.AddForce(-10000,0,0);
       Destroy(bmb3,bombRange);
       var bmb4=Instantiate(smallBomb,GameObject.Find("rightSpawn").transform.position,Quaternion.identity);
       bmb4.rigidbody.AddForce(10000,0,0);
       Destroy(bmb4,bombRange);
       Destroy(temp);
   }    

} I hope someone can learn from my mistakes

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Answer by stingman · Apr 07, 2012 at 11:00 PM

Well for starters you're instantiating your bomb in every frame by using it in the Update Function. I didn't test this... but what you should do is use another function and place your bomb instantiation inside of that function:

... controller.Move(moveDirection *Time.deltaTime); SpawnBomb();

function SpawnBomb() { ** then put in all of your code relating to the bomb (var spawnBomb = GameObject.Find... etc)

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avatar image s_aint47 · Apr 08, 2012 at 09:49 AM 0
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Your right about the multiple instantiation in the update function, but if i put the spawnBomb(); in the update function it will be the same thing. Also ty for your implication.

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Answer by FizzyBear · Apr 08, 2012 at 01:00 AM

Just a guess, but try changing

 bmb.rigidbody.AddForce(transform.forward*100);

to

 bmb.rigidbody.AddForce(transform.forward*1);

And see how that works out?

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avatar image s_aint47 · Apr 08, 2012 at 09:58 AM 0
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Ty for your answer but the *1 and *100 is the force that is applied the the rigid body(the current speed of the bmb 100). Also i've noticed that piece of code wont apply the force that i want; if i can make only one bomb to be instantiated it wont have speed, so 0 100 is still 0;

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