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Question by AidanHorton · Apr 30, 2014 at 04:23 PM · booleanswitch

Changing Missile Speed

Ok, so i'm making a game, and I have missiles. For some developer cheats I want it when you press 'q' and 'e' together it changes the speed to something higher, but when I press it the speed doesn't change... Here's the code:

 var projectile : Rigidbody;
 var speed = 20;
 var dev : boolean = false;
  
 function Update () {
     if (Input.GetKey('q')) {
         if (Input.GetKey('e')) {
             Switch(dev);
         }
     }
     if (dev == true) {
         speed = 300;
     }
     else if (dev == false) {
         speed = 135;
     }
     // Put this in your update function
     if (Input.GetButtonDown("FireCar2")) {
  
     // Instantiate the projectile at the position and rotation of this transform
     var clone : Rigidbody;
     clone = Instantiate(projectile, transform.position, transform.rotation);
  
     // Give the cloned object an initial velocity along the current
     // object's Z axis
     clone.velocity = transform.TransformDirection (Vector3.forward * speed);
     }
 }
 
 function Switch (bool){
     if( bool == false) {
         bool = true;
     }
     else {
         bool = false;
     }
     return bool;
 }

Any help would be appreciated!

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avatar image robertbu · Apr 30, 2014 at 04:27 PM 0
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There are logic errors here, but also some other issues. Start by putting a '#pragma strict' at the top of the file, and then fix the compiler errors.

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Answer by robertbu · Apr 30, 2014 at 04:32 PM

Get rid of your 'Switch' function. Replace lines 6 - 10 with this:

 if ((Input.GetKeyDown(KeyCode.Q) && (Input.GetKey(KeyCode.E)) || (Input.GetKeyDown(KeyCode.E) && (Input.GetKey(KeyCode.Q))) {
     dev = !dev;
 }

Note, like your original code, these keys would act like a switch. You may want to change the logic so that the speedup only happens with these keys are held down.

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avatar image AidanHorton · May 03, 2014 at 06:00 PM 0
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Thankyou very much! It worked Great :D

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