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Question by Lachy97 · Jul 08, 2012 at 10:23 AM · fpstutorial

FPS tutorial Spark problems

I have been following the FPS tutorial to the word but when I fire the gun the sparks dont appear when the bullets hit an object they dont show up.

EDIT: Here is the script the gun uses:

 var range = 100.0;
 var fireRate = 0.05;
 var force = 10.0;
 var damage = 5.0;
 var bulletsPerClip = 40;
 var clips = 20;
 var reloadTime = 0.5;
 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 LateUpdate() {
  if (muzzleFlash) {
  // We shot this frame, enable the muzzle flash
  if (m_LastFrameShot == Time.frameCount) {
  muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward);
  muzzleFlash.enabled = true;
 
  if (audio) {
  if (!audio.isPlaying)
  audio.Play();
  audio.loop = true;
  }
  } else {
  // We didn't, disable the muzzle flash
  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;
 }

And the particles dont even appear in the hierachy when I fire.

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avatar image Linus · Jul 08, 2012 at 10:44 AM 0
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You will need to be a bit more specific. Perhaps edit your question and add some related code. Does the particles get added to the scene, can you see it listed.

avatar image Lachy97 · Jul 08, 2012 at 10:50 AM 0
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I added the code and details

avatar image Linus · Jul 09, 2012 at 03:49 AM 0
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Great now I have something to work with. Would be nice if you formatted the code, by selecting it and pressing the 1010101 button. And make sure the lines are separated correctly.

Something to test:


// Place the particle system for spawing out of place where we hit the surface! 
// And spawn a couple of particles 
if (hitParticles) { 
Debug.Log('Hit particles is set');
 hitParticles.transform.position = hit.point;   hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); hitParticles.Emit(); 
} else {
Debug.Log('Hit particles is NOOOOT set');
}

Somethig else to test: While running the game. Select the particle emitter in the Hierachy, move your mouse over the editor window and hit the F key. You should now be where the game object is. Select game window again and shoot, does it emit but dont move, or does it move but not emit?

avatar image Lachy97 · Jul 09, 2012 at 08:20 AM 0
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Sorry I'm new to the answers :P I added the code formatting

what do you mean with the something to test?

And the sparks emitter moves but doesn't emit

Heres a pic of my set up if it helps http://i.imgur.com/VS3bk.png

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