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Question by predatordpc · Jun 02, 2013 at 03:55 PM · fpsautomatedtower

Hello guys I made combined simple code from codes i found on unity forums (I suck at programming) ^^, but i have a problem my tower was shoting repeating after 2 secs but it stopped and i don't know how to make this back can you help me?

here is the code:

 #pragma strict
     // Starting in 2 seconds.
     // a projectile will be launched every 0.3 seconds
     var projectile : Rigidbody;
     InvokeRepeating("LaunchProjectile", 2, 5.0);
         var speed = 60;
     function LaunchProjectile () {
 
 
 
 var instantiatedProjectile : Rigidbody = Instantiate(
 
 projectile, transform.position, transform.rotation );
 
 
 
 instantiatedProjectile.velocity =
 
 transform.TransformDirection( Vector3( 0, 0, speed ) );
 
 
 
 Physics.IgnoreCollision( instantiatedProjectile. collider,
 
 transform.root.collider );
 
 CancelInvoke();
 
   audio.Play();
         // Delay a clip by 1 sec (44100 samples)
         audio.Play(44100);
  
 
 }

How to fix this? help! :c

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Answer by predatordpc · Jun 02, 2013 at 09:30 AM

Found solution!

 #pragma strict
             var speed = 30;
     // Starting in 2 seconds.
     // a projectile will be launched every 0.3 seconds
     var projectile : Rigidbody;
     InvokeRepeating("LaunchProjectile", 2, 0.3);
     function LaunchProjectile () {
 
 var instantiatedProjectile : Rigidbody = Instantiate(
 
 projectile, transform.position, transform.rotation );
 
 
 
 instantiatedProjectile.velocity =
 
 transform.TransformDirection( Vector3( 0, 0, speed ) );
 
 
 
 Physics.IgnoreCollision( instantiatedProjectile. collider,
 
 transform.root.collider );
   audio.Play();
         // Delay a clip by 1 sec (44100 samples)
         audio.Play(44100);
  
 
 }

 just had to delete CancelInvoke(); dunno why it was there, i will leave it so other makers will be able to use it in their games ;)
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