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1
Question by omarrob · Jun 17, 2012 at 03:13 PM · enemyshootingshoottank

Enemy shoot

i am not very experienced but i am trying my best .. so i have an enemy tank that looks at me and shoots but i can't seem to make it shoot one bullet at a time.. it just sprays it non-stop.. any help would be great

void Start () { }

 void Update () {
     if(Vector3.Distance (player.position,transform.position)<160){
         Quaternion rotation = Quaternion.LookRotation (player.position-transform.position);
         transform.rotation=Quaternion.Lerp(transform.rotation,rotation,1f);
         InvokeRepeating ("Shoot",0.1f,0.2f);
     }
 }

 
 void Shoot() {        
     GameObject KEBUMZ;
     KEBUMZ= Instantiate (bullet, obj.position,obj.rotation ) as GameObject;
     KEBUMZ.rigidbody.AddForce(obj.forward*12000f);
      

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avatar image ExTheSea · Jun 17, 2012 at 03:27 PM 1
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It's doing this because you invoke shoot in the update function. This way every tick when the tanks are close enought the function invokes Shoot.

You should call a function ins$$anonymous$$d of invokerepeating. For the function you should have a look at the machinegun script from the FPS Tutorial (If you don't know it google it).

Hope this helps.

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Answer by aldonaletto · Jun 17, 2012 at 04:33 PM

InvokeRepeating is supposed to be called only once, and the function will be invoked at the desired rate. In your case it's better to have a nextShot timer:

float nextShot = 0; float shotInterval = 0.5f;

 void Update () {
     if(Vector3.Distance (player.position,transform.position)<160){
         Quaternion rotation = Quaternion.LookRotation (player.position-transform.position);
         transform.rotation=Quaternion.Lerp(transform.rotation,rotation,1f);
         if (Time.time > nextShot){ // if is time to shoot...
             Shoot(); // do it...
             nextShot = Time.time + shotInterval; // and define the next shot time
         }
     }
 }
 
 void Shoot() {        
     GameObject KEBUMZ;
     KEBUMZ= Instantiate (bullet, obj.position,obj.rotation ) as GameObject;
     KEBUMZ.rigidbody.AddForce(obj.forward*12000f);
      

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avatar image omarrob · Jun 17, 2012 at 11:18 PM 0
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I cannot thank you enough, good man.. it has been 24 hours of trying to figure this out, my project is due in 5 days >.<.. again thank you.

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