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Adding a velocity/force to a projectile
I need to create a projectile which will be destroyed by other player in my multiplayergame.
The fact is that for destroying it through the network I need to destroy it thanks to the networkview component and netqworkviewID component.
How can I add the force or the velocity to my GameObject. My prefab has a rigidbody but I can't add a component to my rigidbody. But If I declare my prefab as a GameObject I can't add velocity to it after the instantiation...
So, how will you deal with it?.
Thanks.
What, exactly, is stopping you from using
newlyInstntiatedObject.rigidbody.AddForce()
here? Just because you can't add a component doesn't mean the component isn't there.
Answer by jorgon · Mar 13, 2012 at 04:20 PM
This is my new code, with your suggestion:
private var w : int;
var projectile : GameObject[];
var speed = 20;
function Update()
{
if(Network.isServer) { if( Input.GetButtonDown("Fire1") ) { angle=Random.Range(0, 360); var viewID2 = Network.AllocateViewID();
networkView.RPC("createweapon",RPCMode.All,viewID2,transform.position,angulo);
}
}
}
@RPC function createweapon (viewID2 : NetworkViewID, location : Vector3,ang:int) {
var clone : GameObject;
clone = Instantiate(projectile[select_weapon_3.w], transform.position, Quaternion.Euler( ang , 0 , 0)) ;
clone.rigidbody.AddForce(Vector3( 0,1000,0 ));
var nView : NetworkView;
clone.AddComponent(NetworkView);
nView = clone.GetComponent(NetworkView);
nView.viewID = viewID2;
}
At least I have no problems in any compilation phase but my instances of my different projectiles still have no force or velocity... Can you help me?.
I've created another script and added a force within the start function, but the projectiles are instantiated to the same direction although I change the direction of my eyes turning my "head"...How can I change the direction where my projectiles are launched according to my head?.
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