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Question by jmaster2012 · Feb 13, 2013 at 11:57 PM · errorjavaconsole

Console Error

Please help this is the error I got well playing my game.

NullReferenceException: Object reference not set to an instance of an object Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.String cacheKeyName, System.Type[] cacheKeyTypes, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.Object[] args, System.String cacheKeyName, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.Invoke (System.Object target, System.String name, System.Object[] args) UnityScript.Lang.UnityRuntimeServices.Invoke (System.Object target, System.String name, System.Object[] args, System.Type scriptBaseType) Turret Control.Shoot () (at Assets/_Scripts/Turret Control.js:24) Turret Control.Update () (at Assets/_Scripts/Turret Control.js:15)

My Script is supposed to have a turret look at my character, and shoot one fireball a second, but it is spraying like crazy! Here is my code

var LookAtTarget : GameObject; var damp = 6.0; var bulletPrefab : Transform; var savedTime=0;

function Update () { if(LookAtTarget) { var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);

     transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
     
     var seconds : int = Time.time;
     var oddeven = (seconds % 2);
     
     if(oddeven)
     {
         Shoot(seconds);
     }
 }

} function Shoot(seconds) { if(seconds!=savedTime) { var bullet = Instantiate(bulletPrefab, transform.Find("SpawnPoint1").transform.position, Quaternion.identity);

     bullet.rigidbody.AddForce(transform.forward * 1000);
     
     savedTime=seconds;
 }
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avatar image iwaldrop · Feb 14, 2013 at 01:09 AM 0
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I don't see what this has to do with a 'console error'.

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Answer by iwaldrop · Feb 14, 2013 at 01:08 AM

All you have to do is track when the last time you fired a shot was, and the shoot again if it's been at least as long as your interval.

 var lastShootTime = 0;
 var shootInterval = 2;
 
 //shoot code
 if (lastShootTime + shootInterval >= Time.time)
 {
     // shoot a fireball
     lastShootime = Time.time;
 }
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