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Question by Albert-han · Jun 15, 2014 at 02:40 PM · errorcoroutinebulletshoot

Bullet Script

Hello guys im making a bullet script but i got some errors.They say my gameObject (bullet) cant be coroutine.Heres my script

     var prefabBullet:Transform;
     var shootForce:float;
     var shots : int = 0;
     var maxShots : int = 8;
     var shootSound : AudioClip;
     function Update()
     {
     if(Input.GetButtonDown("Fire1") && shots < maxShots)
     {
     var instanceBullet = Instantiate(prefabBullet, transform.position, Quaternion.identity);
     instanceBullet.rigidbody.AddForce(transform.forward * shootForce);
     audio.PlayOneShot(shootSound);
     shots++;
     yield WaitForSeconds(2);
     Destroy (prefabBullet);
     }
     else if (shots >= maxShots && Input.GetKeyDown(KeyCode.R))
     {
     shots = 0;
     }
     }

 
 
 
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avatar image meat5000 ♦ · Jun 15, 2014 at 11:29 AM 0
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You can't use yield in an Update thread. You must use it in a separate function.

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Answer by AlphaSniper2001 · Mar 21, 2016 at 11:22 PM

Mosins and Garands use clips, most modern day guns use magazines.

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avatar image Fredex8 · Mar 22, 2016 at 05:48 AM 1
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You seriously joined Unity Answers just to post this on two questions asked years ago?

avatar image AlphaSniper2001 Fredex8 · Mar 28, 2016 at 01:10 PM 0
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I guess, I had another account though.

avatar image tanoshimi · Mar 22, 2016 at 07:38 AM 2
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And bullets don't mysteriously get "instantiated" when you pull the trigger of a gun either.... or get "destroyed" after 2 seconds....

avatar image Raresh · Mar 28, 2016 at 02:08 PM 0
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Don't necro old threads if you don' have anything of value to add.

avatar image Geometrical · Mar 28, 2016 at 02:29 PM 0
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Upvote for a good laugh

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Answer by JayOhhh · Jun 16, 2014 at 03:35 PM

Sorry my UnityScript is horrible. But the problem you are having is that you cannot use "Yield WaitForSeconds(2)" in an update function. You need to move it into a coroutine and call it separately.

Take a look over at a similar question I had, it might help:

http://answers.unity3d.com/questions/690943/shooting-bullets-onmousedrag-time-delay-issues.html

But basically, you want to move your Yield statement into an IEnumerator and perform your wait logic there.

  var prefabBullet:Transform;
 var shootForce:float;
 var shots : int = 0;
 var maxShots : int = 8;
 var shootSound : AudioClip;
 function Update()
 {
 if(Input.GetButtonDown("Fire1") && shots < maxShots)
 {
 var instanceBullet = Instantiate(prefabBullet, transform.position, Quaternion.identity);
 instanceBullet.rigidbody.AddForce(transform.forward * shootForce);
 audio.PlayOneShot(shootSound);
 shots++;
 //yield WaitForSeconds(2); -- REMOVE THIS MOVE TO IENUM CALL COROUTINE
 
 StartCoroutine(Wait());
 
 //Destroy (prefabBullet); -- REMOVE THIS MOVE TO COROUTINE
 }
 else if (shots >= maxShots && Input.GetKeyDown(KeyCode.R))
 {
 shots = 0;
 }
 }
 
 IEnumerator wait() {
 
  return new Yield WaitForSeconds(2);
  Destroy(prefabBullet);
 {

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