Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by potu1304 · Aug 15, 2013 at 06:07 PM · shootingreload

Problem with Ammo/Shoot script

Hello!

I have a problem with my ammo and shoot script. If I click the left mouse button it should shoot a projectil but I does not anything. Here is the script:

 var projectile : Rigidbody;
 
 var speed = 20;
 var MaxAmmo = 6;
 var CurrentAmmo = 6;
 var shotsFired = 0;
 
 var canFire = true;
 var canShootAgain = true;
 
 function Update() 
 
 {
 
 }
 
 function Shooting () {
 if (canFire == true)
        {
        if(canShootAgain == true)
        {
            if (Input.GetButton("Fire 1"))
            {
            canShootAgain = false;
           var instantiatedProjectile : Rigidbody = Instantiate(projectile, transform.position, transform.rotation );
 
         instantiatedProjectile.velocity = transform.TransformDirection( Vector3( 0, 0, speed ) );
 
         Physics.IgnoreCollision( instantiatedProjectile. collider,transform.root.collider );
         
            CurrentAmmo -= 1;
            shotsFired +=1;
            yield WaitForSeconds (1.5);
            canShootAgain = true;
              if(CurrentAmmo == 0)
              {
              canFire = false;
              }
            }
         }
     }
 
 }

It is a similar script which is somewhere posted.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image YoungDeveloper · Aug 15, 2013 at 06:27 PM 0
Share

Did you added the projectile rigidbody ?

2 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by Yokimato · Aug 15, 2013 at 06:26 PM

I don't see where you're calling the function Shooting. Did you mean to have that in Update?? such that:

 function Update() 
 {
    Shooting();
 }
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image potu1304 · Aug 15, 2013 at 07:07 PM 0
Share

Oh thanks. I forgot to add it :O

avatar image Yokimato · Aug 15, 2013 at 07:15 PM 1
Share

np:) please marked as accepted if it worked for you

avatar image
1

Answer by TheRichardGamer · Aug 15, 2013 at 06:52 PM

You'd want to put all of your if statements inside the update function, in this script you aren't calling anything.

Hope this helps! ^_^

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How To Disable/Enable Function 2 Answers

Make the animation play at the start of the time waited, not the end of it? 1 Answer

Shooting Specific GameObject via Tag 0 Answers

Shootin Worminator Like Game 3 Answers

Shoot script help 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges