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Question by oliver-jones · Dec 11, 2010 at 07:44 PM · timerwaitforsecondsairplanebombinitiate

Help With Initiating Bomb Every Specific Second

Hello,

I'm working on a Jet, and what it does is it finds a target with a tag of 'enemy', it then flys over the enemy and drops a bomb, and then flys away.

What I want though, is for the jet to drop a bomb every second whilst its above the enemy. This should be call in a function called 'Bomb()'

If you could help, that would be great!

Here is my script:

// --- Control Fighter Jets Flight AI --- \\

// - Jet Flight - \\ var targetTag : String; var target : Transform; private var speed : float = 30; var damping = 2; var distance : int; var distanceExit : int; var exit : Transform; var follow : boolean = true; var dropBombs : boolean = false; var bomb : Rigidbody; var bombSpawn : Transform;

// - DamageControl - \\ var explosion : GameObject; var damage = 80; var deadReplacement : Rigidbody;

function OnCollisionEnter(collision : Collision) { Detonate ();
}

function Update () { var tar = GameObject.FindWithTag(targetTag); if(tar) target = tar.transform; }

function LateUpdate(){ // --- Finds target, and follows it --- \\ if(follow == true) { var lookAt = target.position - transform.position; lookAt.y = 0; var rotation = Quaternion.LookRotation(lookAt); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime damping); transform.Translate(Vector3.forward*speed*Time.deltaTime); // --- Once jet is within a distance of enemy, it will stop following --- \\ var distance = transform.position.x - target.position.x; if(distance < 5){ follow = false; } // --- Activate bomb dropping within a ditance --- \\ if(distance < 10){ Bomb(); } } // --- Fly to exit waypoint --- \\ if(follow == false){ var lookAtExit = exit.position - transform.position; var rotationExit = Quaternion.LookRotation(lookAtExit); transform.rotation = Quaternion.Slerp(transform.rotation, rotationExit, Time.deltaTime damping); transform.Translate(Vector3.forward*speed*Time.deltaTime);

 }
 // --- Destory jet when at exit waypoint --- \\
 var distanceExit = transform.position.x - exit.position.x;
 if(distanceExit &lt; 5){
     Destroy(gameObject);
 }

} // --- Destory jet when collider is true --- \\ function Detonate () {

 Destroy(gameObject);

 if (explosion)
     Instantiate (explosion, transform.position, transform.rotation);

 if (deadReplacement) {
     var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);
     dead.rigidbody.velocity = rigidbody.velocity;
     dead.angularVelocity = rigidbody.angularVelocity;
 }
 var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
 if (emitter) {
     emitter.emit = false;
     emitter.transform.parent = null;
 }

}

// ---- Experimental Bomb ---- \\ private var nextFireTime = 0.0; private var m_LastFrameShot = -1; private var fireRate = 0.2;

function Bomb(){ if (Time.time - fireRate > nextFireTime) nextFireTime = Time.time - Time.deltaTime;

 while( nextFireTime &lt; Time.time) {
 BombOneShot();
 nextFireTime += fireRate;
 }

}

function BombOneShot(){ Instantiate (bomb, bombSpawn.position, transform.rotation); dropBombs = false;

 m_LastFrameShot = Time.frameCount;

}

Thanks All!

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Answer by oliver-jones · Dec 11, 2010 at 08:17 PM

Right, well that was a lot more easier than I thought.

just needed a InvokeRepeating("Bomb", 0, 1);

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