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Question by chewdri · May 05, 2013 at 02:28 AM · targetshootlockmmorpg

Script for shooting a target

Hi, I try to do a shoot script where the bullet's direction is determine by a target (like a spell in a mmorpg).

Actually I have this script, the bullet just spawn on my character, fall on the ground and dont move. Thx for any help !

 var Bullet : Transform;
 var Speed = 16000;
 var spawnPoint : Transform;
 var RapidFire = false;
 var SingleFire = true;
 private var shooting = false;
 var Counter = Time.deltaTime;
 var RateOfFire = 0.250000;
 var cible : Transform;
  
 function FixedUpdate ()
 {
 
 var ciblepost = cible.position;
 targetPosition=cible.position;
 var ciblepos = Vector3(cible.position.x, cible.position.y, cible.position.z);
 
 if(SingleFire==true){
 if(Input.GetButtonUp("Fire1")){
 var shot =Instantiate(Bullet, spawnPoint.transform.position, Quaternion.identity);
 shot.rigidbody.AddForce(transform.ciblepos * Speed); } }
 if(RapidFire ==true){
 if(Input.GetButtonDown("Fire1")){
 shooting=true;
 }
 if(Input.GetButtonUp("Fire1")){
 shooting=false;
 }
 if(shooting==true){ Counter += Time.deltaTime;
 if(RateOfFire<Counter){
 var shotRapid =Instantiate(Bullet, spawnPoint.transform.position,Quaternion.identity);
 shotRapid.rigidbody.AddForce(transform.ciblepos * Speed);
 Counter=0; } } } } 
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avatar image iwaldrop · May 05, 2013 at 03:30 AM 0
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I can't tell exactly why, but I think it has something to do with the Vector that you pass into AddForce on line 21. Also, your code was giving me a headache, so I refactored it.

 var bullet : Transform;
 var speed = 16000;
 var spawnPoint : Transform;
 var rapidFire = false;
 var singleFire = true;
 private var isShooting = false;
 var counter = Time.deltaTime;
 var rateOfFire = 0.250000;
 var cible : Transform;
  
 function FixedUpdate()
 {
     var ciblepost = cible.position;
     targetPosition=cible.position;
     var ciblepos = Vector3(cible.position.x, cible.position.y, cible.position.z);
 
     if(singleFire && Input.GetButtonDown("Fire1"))
     {
         var shot = Instantiate(bullet, spawnPoint.position, spawnPoint.rotation);
         shot.rigidbody.AddForce(shot.transform.forward * speed);
     }
     else if(Input.GetButton("Fire1"))
     {
         counter += Time.deltaTime;
         if(rateOfFire < counter)
         {
             var shotRapid =Instantiate(bullet, spawnPoint.transform.position,Quaternion.identity);
             shotRapid.rigidbody.AddForce(transform.ciblepos * speed);
             counter=0;
         }
     }
 }

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