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Shooting script (2D game Turret/enemy)
Hey i'm currently working on a 2D game, and i've gotten to a stop where I'm trying to add somekinda enemies so i've copyed a script from the ¨TornadoTwins¨ but i've got one problem, my ¨enemy¨ keeps shooting 100 ¨bullits¨ at once instead of one at a time.
I'm gonna paste the script i'm using here maybe some of you could find my problem:
var LookAtTarget:Transform;
var damp = 6.0;
var bullitPrefab:Transform;
var savedTime=0;
function Update () {
if(LookAtTarget)
{
var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
var seconds : int = Time.time;
var oddeven = (seconds % 2);
if(oddeven)
{
shoot(seconds);
}
}
}
function shoot(seconds) {
if(seconds!=savedTime)
{
var bullit = Instantiate(bullitPrefab, GameObject.Find("spawnPoint"). transform.position , Quaternion.identity);
bullit.rigidbody.Addforce(Transform.Forward * 1000);
savedTime=seconds;
}
}
First of all, learn to format your posts properly (it's not that hard, and the preview window exists to help you make sure it looks correct before you hit the post button). Secondly, make sure all your member variables have explicitly defined types. This can help in situations where you need one kind of number, and the program thinks you're talking about a different one.
Answer by Berenger · Mar 08, 2012 at 05:46 AM
seconds % 2 will return true if seconds is odd, you got that one right. However, as you're down casting Time.time from float to int, you loose al the information between seconds ! Between 1s and 2s, seconds will always be 1 and odd wil be true, instantiating tones of stuff.
Take a look at coroutines, or InvokeRepeating.
Answer by Alaro · Mar 08, 2012 at 11:07 PM
okey so i'll have to change the ¨var to seconds : int = Time.time;¨ ?
¨var projectile : Rigidbody;
InvokeRepeating("LaunchProjectile", 2, 0.3);
function LaunchProjectile () { var instance : Rigidbody = Instantiate(projectile); instance.velocity = Random.insideUnitSphere * 5; }¨
instead?
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