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Question by OllieParkes · Apr 18, 2012 at 07:09 PM · instantiateshootingprojectileautomatic

Slow automatic shooting script?

Hi, i am having a problem, i currently have the script below that shoots a projectile (it is semi-automatic). i know how to change it to automatic, just change the GetButtonDown to GetButton, but that it too fast for what i want, please can you help me change the fire rate (preferably using a variable) so that it shoots automaticly but for the fire rate to be around 0.5. thanks

 var projectile : Rigidbody;
 var speed = 20;
 function Update()
 {
 if( Input.GetButtonDown( "Fire1" ) )
 {
 var instantiatedProjectile : Rigidbody = Instantiate(projectile, transform.position, transform.rotation );
 instantiatedProjectile.velocity = transform.TransformDirection( Vector3( 0, 0, speed ) );
 Physics.IgnoreCollision( instantiatedProjectile. collider, transform.root.collider );
 }
 }
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avatar image Bunny83 · Apr 19, 2012 at 10:48 AM 0
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I just like to add that

 transform.TransformDirection( Vector3( 0, 0, speed ) )

can be replaced with

 transform.forward * speed

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Answer by BiG · Apr 18, 2012 at 07:32 PM

I've modified your script. Now, the variable "rate" controls the amount of time between a projectile and another (0.5 seconds, in the declaration).

 var projectile : Rigidbody;
 var speed = 20;
 var rate : float = 0.5;
 private var rate_time : float;

 function Update()
 {
    if( Input.GetButtonDown("Fire1") && Time.time > rate_time)
    {
       rate_time = Time.time + rate;
       var instantiatedProjectile : Rigidbody = Instantiate(projectile, transform.position, transform.rotation );
       instantiatedProjectile.velocity = transform.TransformDirection( Vector3( 0, 0, speed ) );
       Physics.IgnoreCollision( instantiatedProjectile. collider, transform.root.collider );
    }
 }
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avatar image OllieParkes · Apr 18, 2012 at 07:58 PM 0
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Thanks a lot, that really helped! you made one error though (GetButtonDown should have been GetButton) but that doesnt matter as it is fixed now thanks

avatar image OllieParkes · Apr 18, 2012 at 08:06 PM 0
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Also, how am i able to convert this script so it can be used on a turret (shoots automaticaly)?

avatar image BiG · Apr 18, 2012 at 08:13 PM 0
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Something like that:

 var projectile : Rigidbody;
 var speed = 20;
 
 function Start()
 {
    while (true)
    {
       yield WaitForSeconds(1);
       //flag = Random.Range(0,3);
       //if (flag==1){
          var instantiatedProjectile : Rigidbody = Instantiate(projectile, transform.position, transform.rotation );
          instantiatedProjectile.velocity = transform.TransformDirection( Vector3( 0, 0, speed ) );
          Physics.IgnoreCollision( instantiatedProjectile. collider, transform.root.collider );
       //}
    }
 }

The commented lines, if not commented, implement a "more realistic" turret, that doesn't shoot programmatically at every second.

avatar image OllieParkes · Apr 18, 2012 at 08:23 PM 0
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sorry but this script doesnt work for me (it only fires once, then stops), What i wanted was a script that shoots automaticaly (e.g. i have placed the turret on the map that looks at the player, and have added and empty gameobject at the end of the barrel) i want to use the script above that you modified for me(the first one), but take away the GetButtonDown part, so it just shoots.

thanks again

avatar image BiG · Apr 19, 2012 at 09:52 AM 0
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Strange. It should work, at least for the logic. By the way, I didn't understood if you solved "recycling" the first script (it seems a good idea as well, in a first analysis...). Let me know...

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Answer by dannyskim · Apr 18, 2012 at 07:18 PM

Coroutines are what you probably want to use for this case:

http://unity3d.com/support/documentation/ScriptReference/Coroutine.html

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