Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
-1
Question by Epic · May 31, 2010 at 09:34 AM · gunfpstutorialrobotmachinegun

How can I make robot fire a machine gun?

Using the robot from the FPSTutorial, is there a way I can make it fire a machine gun instead of fireing a rocket launcher? Also if I have a model with a @walk @idle @shoot @run models with it can I use the script for the robot on my model?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Ben 9 · Jun 21, 2010 at 01:16 AM

yes, and here's the code for shooting the machine

/* create and attach a firepoint to this script, also create a bullet(Has to be a rigidbody) as a prefab and drag the prefab to the 'Projectile' variable. bulletcount is how many bullets there is in one magazine before it reloads and power is the power you shoot the bullet */ var firepoint: Transform; var projectile: Rigidbody; var bulletcount: int = 80; var power : int = 1000; var ReloadDelayTime : float = 20; //////////////////////////////////////////////////////////// private var currentreloaddelaytime : float; private var overallbulletcount: int; private var currentbulletcount: int; private var reloading : boolean = false; //////////////////////////////////////////////////////////// function Start() { //////////////////////////////////////////////////////////// currentbulletcount = bulletcount; }

// Instantiate a prefab with an attached Missile script function Update () { //////////////////////////////////////////////////////////// if (currentbulletcount >= 1 && delaying == false) { if(Input.GetButton("Fire2")) { var bullit = Instantiate(projectile, firepoint.transform.position, firepoint.transform.rotation); currentbulletcount -= 1; overallbulletcount += 1; bullit.rigidbody.AddForce(firepoint.transform.forward * power); } } //////////////////////////////////////////////////////////// if (currentreloaddelaytime >= ReloadDelayTime) { currentreloaddelaytime = 0; currentbulletcount = bulletcount; reloading = false; } //////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////// if(currentshootdelaytime == shootDelayTime) { delaying = false; currentshootdelaytime = 0; } } ////////////////////////////////////////////////////////////
function OnGUI() { //////////////////////////////////////////////////////////// if (reloading == false){ GUI.Label(Rect(30,40,160,80), "Machinegun Ammo = " +currentbulletcount); } else{ GUI.Label(Rect(30,40,160,80), "reloading"); } //////////////////////////////////////////////////////////// GUI.Label(Rect(30,80,160,80), "You shot " + overallbulletcount + " bullets"); } //////////////////////////////////////////////////////////// function LateUpdate(){ //////////////////////////////////////////////////////////// if (currentbulletcount <= 0) { currentreloaddelaytime += Time.deltaTime; reloading = true; } ////////////////////////////////////////////////////////////
}

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

'FPS Tutorial' Machine Gun Script not working 7 Answers

What is AutoWayPoint 1 Answer

cant get my gun to work 0 Answers

How let my machinegun(like the deathmachine in cod black ops) to shoot a projectile one after the other?? 2 Answers

is there anything wrong with this script 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges