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Question by zx9rider85 · Oct 05, 2012 at 12:05 AM · boolean

how do i make projectile spawnpoint disabled in cam1

var cam1 : Camera;

var cam2 : Camera;

function Start(){

cam1.enabled=true;

cam2.enabled=false;

}
function Update () {

if(Input.GetKeyDown("1")){

cam1.enabled=true;

cam2.enabled=false;

 }
 if(Input.GetKeyDown("2")){
     cam1.enabled=false;

cam2.enabled=true;

} }

my problem is that my projectile shoots when i click fire before i click cam 2

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Answer by nixtwiz · Oct 05, 2012 at 12:29 AM

Use a boolean. Have it change depending on what button is pressed, and then make the rest of the code depend on the state of that boolean. so something like:

 var cam1 : Camera;
 
 var cam2 : Camera;
 
 var isCam1 : boolean;
 
 function Start(){
    isCam1 = true;
 
    cam1.enabled=true;
 
    cam2.enabled=false;
 
 }
 function Update () {
 
    if(Input.GetKeyDown("1")){
 
       cam1.enabled=true;
 
       cam2.enabled=false;
 
       isCam1 = true;
    }
    if(Input.GetKeyDown("2")){
       cam1.enabled=false;
       cam2.enabled=true;
       isCam1 = false;
    } 
 
    
     
    //shooting code
    if(isCam1){
         //shooting code for camera 1
    }
    if(!isCam1){
         //shooting code for camera 2
    }
 
 }
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avatar image zx9rider85 · Oct 05, 2012 at 01:31 AM 0
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I dont understand im using fire1 left mouse click and my projectile script is named Projectilecannon i dont want it to fire on my main cam wich is cam1 only when i push number2 and go to cam2 view

avatar image zx9rider85 · Oct 05, 2012 at 01:33 AM 0
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var projectile : Rigidbody; var damage = 5; var fireRate : float = 0.5; private var nextFire : float = 0.2; function Update () {

 if(Input.GetButtonDown("Fire1")&& Time.time > nextFire) {
    nextFire = Time.time + fireRate;
     Spawnpoint = transform.Find("/Terrain/Carronadecannon/Carronade_Barrel1/cam2/Spawnpoint");
     SpawnVector = Vector3(Spawnpoint.position.x, Spawnpoint.position.y, Spawnpoint.position.z);
     var clone : Rigidbody;
     clone = Instantiate(projectile, SpawnVector, Spawnpoint.rotation);
     
     clone.velocity = Spawnpoint.TransformDirection (SpawnVector.forward*60); 
 }

}

that is my projectile script

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