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Question by colopto · Jun 08, 2011 at 12:18 AM · bulletgun

Help with script

Heres my script its soposed to shoot but im missing something can some one help me its Javascript

 var bulletPrefab:Transform;
 
 var speed = 3.0;
 
 var rotateSpeed = 3.0;
 
 function Update ()
 { 
     var controller : CharacterController=GetComponent(CharacterController);
 
     var forward = transform.TransformDirection(Vector3.forward);
     var curSpeed = speed * Input.GetAxis ("Vertical");
 
     controller.SimpleMove(forward * curSpeed);
     transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
 
      if(Input.GetButtonDown("Jump"));
 }       


what am i missing to make it want to shoot then or can you point me in the right way tornadotwins didnt help they dont use javascript

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avatar image DaveA · Jun 08, 2011 at 12:19 AM 0
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Please edit your question, select the code, and hit the 101/010 button to format it as code. Thanks

avatar image Eli-Davis · Jun 08, 2011 at 09:26 PM 0
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Tornado twins do use java script in there tutorials..

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Answer by DaveA · Jun 08, 2011 at 12:20 AM

There is nothing in this code that indicates it will shoot anything. Move, rotate, ignore Jump, that's all.

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Answer by Dreamer · Jun 08, 2011 at 02:00 AM

First of all, bulletPrefab is your bullet prefab, it needs to be declared as GameObject. Then in your character control script, you need to do so when your mouse is clicked. It will instantiate a bullet prefab in correct direction. See below:

 var bulletPrefab:GameObject;
 var speed = 3.0;
 var rotateSpeed = 3.0;
 
 function Update ()
 { 
     var controller : CharacterController=GetComponent(CharacterController);
 
     var forward = transform.TransformDirection(Vector3.forward);
     var curSpeed = speed * Input.GetAxis ("Vertical");
 
     controller.SimpleMove(forward * curSpeed);
     transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
 
     if(Input.GetButtonDown("Jump"))
     //put your jump function below
     print("I jumped!");
 
     if(Input.GetButtonDown("Shoot"))
     Instantiate(bulletPrefab,transform.posistion,Quaternion.FromToRotation(transform.posistion, forward );
 }   


You also need to create a script to control movement of your bullet. Put below on your bullet prefab:

 var speed = 3.0;
 
 function Update(){
  transform.Translate(Vector3.up *speed* Time.deltaTime, Space.World);
 }

That's basically the idea how to shoot a bullet out.

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avatar image DaveA · Jun 08, 2011 at 08:03 PM 0
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Unless you need to see the bullet move (slow motion), why use them like that at all? Probably easier to cast a ray for 'instant hit'.

avatar image Dreamer · Jun 09, 2011 at 01:35 AM 0
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because he has a bulletPrefab in his script.

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