Cant Get a Bullet to Shoot (C#)

So I’m making a third person shooter and right now I’m working on a simple enemy ai. So far the enemies look at you and shoot, but the bullets don’t go anywhere. They spawn and drop to the ground. I’m using a piece of code I used when making the player shooting script, and I have all the right variables in the enemy script, but it’s not working like it is in the player shooting script. The bullets just drop like I said. Here’s the script:
using UnityEngine;
using System.Collections;

public class EnemyScript : MonoBehaviour {

	public bool agroed;
	public Transform player;
	public Rigidbody bullet;
	public float force;
	public Transform bulletSpawn;
	public float rateOfFire;
	public float waitShootTime;

	// Use this for initialization
	void Start () {
		agroed = false;
	}
	
	// Update is called once per frame
	void Update () {

		waitShootTime -= Time.deltaTime;
		if(waitShootTime <= 0)
			waitShootTime = 0;
		if(Input.GetButtonDown("Play"))
		{
			agroed = true;
		}
	
		if(agroed == true)
		{
			transform.LookAt(player);
			if(waitShootTime <= 0)
			{

				waitShootTime = rateOfFire;
				Shoot();

			}
		}
	}

	void Shoot()
	{
		Rigidbody clone;
		clone = Instantiate(bullet, bulletSpawn.transform.position, bulletSpawn.transform.rotation) as Rigidbody;
		clone.velocity = bulletSpawn.transform.TransformDirection(Vector3.forward * force);
	}
}

can any of you find out why the bullet is ignoring velocity? All variables are assigned. Thanks!

In this line:

clone.velocity = bulletSpawn.transform.TransformDirection(Vector3.forward * force);

Are you sure you want “Vector3.forward” there? Vector3.forward is a global direction, it’s (0,0,1) in world space. The bullet will start with a velocity up in the Z axis and gravity will start pulling it down. Maybe you want to use transform.forward, which is the local forward direction of the enemy, the direction it’s facing.

EDIT:
Looking closer, maybe you want this:

clone.velocity = transform.forward * force;

or:

clone.velocity = bulletSpawn.transform.forward * force;

Use clone.AddForce instead off setting the velocity:)