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FPS Projectiles launching backwards
Yep, just what the title says. First, the projectile script:
// The reference to the explosion prefab
var explosion : GameObject; var timeOut = 3.0;
// Kill the rocket after a while automatically function Start () { Invoke("Kill", timeOut); }
function OnCollisionEnter (collision : Collision) { // Instantiate explosion at the impact point and rotate the explosion // so that the y-axis faces along the surface normal var contact : ContactPoint = collision.contacts[0]; var rotation = Quaternion.FromToRotation(Vector3.up, contact.normal); Instantiate (explosion, contact.point, rotation); transform.Translate(-Vector3.forward * Time.deltaTime);
// And kill our selves
Kill ();
}
function Kill () { // Stop emitting particles in any children var emitter : ParticleEmitter= GetComponentInChildren(ParticleEmitter); if (emitter) emitter.emit = false;
// Detach children - We do this to detach the trail rendererer which should be set up to auto destruct
transform.DetachChildren();
// Destroy the projectile
Destroy(gameObject);
}
Now, the Launcher:
var projectile : Rigidbody; var initialSpeed = 20.0; var reloadTime = 0.5; var ammoCount = 20; private var lastShot = -10.0;
function Fire () { // Did the time exceed the reload time? if (Time.time > reloadTime + lastShot && ammoCount > 0) { // create a new projectile, use the same position and rotation as the Launcher. var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);
// Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform.
instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
// Ignore collisions between the missile and the character controller
Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);
lastShot = Time.time;
ammoCount--;
}
}
Answer by Geko_X · Feb 20, 2012 at 08:29 PM
Your problem may well be that the speed of the projectiles is "backwards" to the player. Just put a minus (-) sign before the speed when you instantiate it (the z part of the Vector3).