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Question by max 1 · Mar 28, 2011 at 06:21 PM · bulletshootone

one bullet at a time

hi, trying to make an fps game here but i have got a little problem, im using the an uppgraded varsion of the Machine gun script from the fps tutorial, but im using it with a handgun so i thougt i would be better if it fires one bullet every time i hit the mouse button instead of shooting ine bullet every second as i have it now, can anyone help me (obviously i dont know the first thing about programming)

var SparkEmitter: GameObject; var BloodEmitter: GameObject; var DirtEmitter: GameObject; 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 : Renderer;

private var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1;

function Start() { var direction = transform.TransformDirection(Vector3.forward); var hit : RaycastHit; if (Physics.Raycast (transform.position, direction, hit, range)){ print ("I'm looking at " + hit.transform.name); } else { print ("I'm looking at nothing!"); } DirtParticles = DirtEmitter.GetComponent(ParticleEmitter); BloodParticles = BloodEmitter.GetComponent(ParticleEmitter); SparkParticles = SparkEmitter.GetComponent(ParticleEmitter);

// We don't want to emit particles all the time, only when we hit something. if (DirtParticles) DirtParticles.emit = false;

// We don't want to emit particles all the time, only when we hit something. if (BloodParticles) BloodParticles.emit = false;

// We don't want to emit particles all the time, only when we hit something. if (SparkParticles) SparkParticles.emit = false; bulletsLeft = bulletsPerClip;

}

function LateUpdate() { if (muzzleFlash) { // We shot this frame, enable the muzzle flash if (m_LastFrameShot == Time.frameCount) { muzzleFlash.transform.localRotation = Quaternion.AxisAngle(Vector3.forward, Random.value); muzzleFlash.enabled = true;

if (audio) { if (!audio.isPlaying) audio.Play(); audio.loop = true; } } // We didn't, disable the muzzle flash else { muzzleFlash.enabled = false; enabled = false;

     // Play sound
     if (audio)
     {
         audio.loop = false;
     }
 }

}

}

function Fire () { if (bulletsLeft == 0) return;

// If there is more than one bullet between the last and this frame // Reset the nextFireTime if (Time.time - fireRate > nextFireTime) nextFireTime = Time.time - Time.deltaTime;

// Keep firing until we used up the fire time while( nextFireTime < Time.time && bulletsLeft != 0) { FireOneShot(); nextFireTime += fireRate; }

}

function FireOneShot (){

DirtParticles = DirtEmitter.GetComponent(ParticleEmitter); BloodParticles = BloodEmitter.GetComponent(ParticleEmitter); SparkParticles = SparkEmitter.GetComponent(ParticleEmitter); var direction = transform.TransformDirection(Vector3.forward); var hit : RaycastHit;

// Did we hit anything? if (Physics.Raycast (transform.position, direction, hit, range)) { // Apply a force to the rigidbody we hit if (hit.rigidbody) hit.rigidbody.AddForceAtPosition(force * direction, hit.point);

 // Place the particle system for spawing out of place where we hit the surface!
 // And spawn a couple of particles
 if (DirtParticles&amp;&amp;hit.collider.transform.CompareTag("Ground"))
 {
     DirtParticles.transform.position = hit.point;
     DirtParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
     DirtParticles.Emit();
 }
 if (BloodParticles&amp;&amp;hit.collider.transform.CompareTag("Enemy"))
 {
     BloodParticles.transform.position = hit.point;
     BloodParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
     BloodParticles.Emit();
 }

if (SparkParticles&&hit.collider.transform.CompareTag("Metal")) { SparkParticles.transform.position = hit.point; SparkParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); SparkParticles.Emit(); } // Send a damage message to the hit object
hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); }

bulletsLeft--;

// Register that we shot this frame, // so that the LateUpdate function enabled the muzzleflash renderer for one frame m_LastFrameShot = Time.frameCount; enabled = true;

// Reload gun in reload Time
if (bulletsLeft == 0) Reload();

}

function Reload () {

// Wait for reload time first - then add more bullets! yield WaitForSeconds(reloadTime);

// We have a clip left reload if (clips > 0) { clips--; bulletsLeft = bulletsPerClip; }

}

function GetBulletsLeft () { return bulletsLeft; }

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Answer by Statement · Mar 28, 2011 at 07:11 PM

I guess you could do something like this?

function Fire ()
{   
    if (Input.GetButtonDown("Fire"))
        FireOneShot();
}
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avatar image max 1 · Mar 28, 2011 at 07:25 PM 0
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i dont really understand, where in the script should i put this?

avatar image Statement · Mar 28, 2011 at 07:35 PM 0
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Well I don't understand your script either. There's no code that detects input so I am not sure where to put the input test. Are you calling Fire() continously? You wanted to fire each time you pressed a button, and from my best effort to understand your code, that's sort of how it should look. Each time you press the button "Fire" down, it fires one shot.

avatar image max 1 · Mar 29, 2011 at 02:14 PM 0
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maby i should use the unmodified script? it will still have the same problem but no one have bin poking around in it.

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