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1
Question by Major · Aug 15, 2012 at 12:00 AM · rangeturretlockonmax

Turret Lock On

i want to have my turret keep shooting at a target until it has either left the max distance, or been destroyed. here's my script:

 var Look : boolean = false;
 var Target : Transform;
 var damp : float;
 var Projectile : Transform;
 var Shell : Transform;
 var MuzzleFlash : Transform;
 var fireRate : float =  5;
 var Speed : int = 2000;
 var ShellSpeed : int = 500;
 var TurretAudio : AudioClip;
 
 private var nextFire = .5;
 
 function OnTriggerEnter(other : Collider)
 {
  if(other.gameObject.tag == "Enemy")
  {
  Look = true;
  
  Target = other.gameObject.transform;
  } 
 }
 
 function Update()
 {
  if(Look && Target != null)
  {
  var rotate = Quaternion.LookRotation(Target.position - transform.position);
  
  transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
  Shoot();
  }
 }
 
 function Shoot()
 {
  if(Time.time > nextFire)
  {
  nextFire = Time.time + fireRate;
  
  var muzzleflash = Instantiate(MuzzleFlash, transform.Find("Spawn").transform.position, transform.rotation);
  
  var projectile = Instantiate(Projectile, transform.Find("Spawn").transform.position, transform.rotation); 
  projectile.rigidbody.AddForce(transform.forward * Speed); 
  
  var shell = Instantiate(Shell, transform.Find("Spawn_2").transform.position, transform.rotation);
  shell.rigidbody.AddForce(transform.right * ShellSpeed);
  
  audio.PlayOneShot(TurretAudio);
  }
 }
 
 function OnTriggerExit(other: Collider)
 {
  if(other.gameObject.tag == "Enemy")
  {
  Look = false;
  }
 }

NOTE:

i still want the target to be locked on even if another enemy comes into range.

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avatar image Major · Aug 15, 2012 at 04:16 AM 0
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Your comment is a little vague. Could you please elaborate a little more when you have time?

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Answer by Myth · Aug 15, 2012 at 04:36 AM

after more closely examining your code, if you put a "if has no target" around the "target = other...." in the OnTriggerEnter function it would prevent any new target replacing the old one.

Assuming I am not missreading the question, of course.

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avatar image Major · Aug 15, 2012 at 02:53 PM 0
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It works halfway. It will target as it enters and ignore the others that do until the current target is destroyed. But even if the target leaves the trigger, it will keep on targeting the current target until it is destroyed.

avatar image Myth · Aug 16, 2012 at 12:10 AM 0
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you need to set the target to null as well?

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