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Question by EuroFight · Apr 09, 2012 at 12:16 AM · javascriptfpslightlens-flare

Lens-Flare Muzzleflash

Hi everyone

I am using a lens-flare attached to a light as a muzzle flash in an FPS game using the JavaScript code below (Modified from the FPS tutorial).
However, when I run the game, the light appears to work, however the lens flare is not visible. The 'muzzleFlash' light object is a point light, with a flare enabled.
Does anybody have any idea what I am doing wrong?

Thanks in advance

 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 : Light;
 
 private var bulletsLeft : int = 0;
 private var nextFireTime = 0.0;
 private var m_LastFrameShot = -1;
 
 function Start () {
     hitParticles = GetComponentInChildren(ParticleEmitter);
     
     if (hitParticles)
         hitParticles.emit = false;
     bulletsLeft = bulletsPerClip;
 }
 
 function LateUpdate() {
     if (muzzleFlash) {
         if (m_LastFrameShot == Time.frameCount) {
             muzzleFlash.enabled = true;
 
             if (audio) {
                 if (!audio.isPlaying)
                     audio.Play();
                 audio.loop = true;
             }
         } else {
             muzzleFlash.enabled = false;
             enabled = false;
             
             if (audio)
             {
                 audio.loop = false;
             }
         }
     }
 }
 
 function Fire () {
     if (bulletsLeft == 0)
         return;
     
     if (Time.time - fireRate > nextFireTime)
         nextFireTime = Time.time - Time.deltaTime;
     
     while( nextFireTime < Time.time && bulletsLeft != 0) {
         FireOneShot();
         nextFireTime += fireRate;
     }
 }
 
 function FireOneShot () {
     var direction = transform.TransformDirection(Vector3.forward);
     var hit : RaycastHit;
     
     if (Physics.Raycast (transform.position, direction, hit, range)) {
         if (hit.rigidbody)
             hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
         
         if (hitParticles) {
             hitParticles.transform.position = hit.point;
             hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
             hitParticles.Emit();
         }
         
         hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
     }
     
     bulletsLeft--;
 
     m_LastFrameShot = Time.frameCount;
     enabled = true;
             
     if (bulletsLeft == 0)
         Reload();            
 }
 
 function Reload () {
 
     yield WaitForSeconds(reloadTime);
 
     if (clips > 0) {
         clips--;
         bulletsLeft = bulletsPerClip;
     }
 }
 
 function GetBulletsLeft () {
     return bulletsLeft;
 }
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