Enemy Aims at Player's Current Position

Hello,

I’ve run into an issue that I have not been able to solve. I’m making a side-scrolling space shooter (think r-type) I’m trying to get enemy ships to fire a projectile at the players current position. Keep in mind I do not wish for the projectile to follow the player like a homing missle, basically the projectile should instantiate, take the players positions and send the projectile in the players direction. Here is the script I am currently using,

public var ebullet:Transform;
public var projectileSpeed:float = 0.0;
public var delay:float = 0.0;
public var weaponSpeed:float = 0.0;
private var bulletCount:int = 0;

function OnTriggerEnter(col:Collider){
if(col.gameObject.tag == "Player"){
	InvokeRepeating("Shoot", delay, weaponSpeed);
}
}
function OnTriggerExit(col:Collider){
if(col.gameObject.tag == "Player"){
	CancelInvoke("Shoot");
}
}
function Shoot(){
var shoot = Instantiate(ebullet, transform.position, transform.rotation);
shoot.rigidbody.AddForce(-transform.right * projectileSpeed * 1000);
}

So far I’ve tried a few things and nothing has worked the way I’d like. The closest I have come was adding the players position into AddForce but as you can imagine that did not work out.

transform.rightwill shoot at the right direction of your shooter, and that’s not what you want.

Try this:

public var ebullet:Transform;
public var projectileSpeed:float = 0.0;
public var delay:float = 0.0;
public var weaponSpeed:float = 0.0;
private var bulletCount:int = 0;

// Current player variable
private var player:GameObject = null;

function OnTriggerEnter(col:Collider)
{
    if(col.gameObject.tag == "Player")
    {
        // Store current player
        // NB this assume that you have only one player because it will overwrite second player
        player = col.gameObject;
        InvokeRepeating("Shoot", delay, weaponSpeed);
    }
}

function OnTriggerExit(col:Collider)
{
    if(col.gameObject.tag == "Player")
    {
        // Remove reference
        player = null;
        CancelInvoke("Shoot");
    }
}

function Shoot()
{
    var shoot = Instantiate(ebullet, transform.position, transform.rotation);
    // Set projectile velocity
    shoot.rigidbody.velocity = (player.transform.position - transform.position).normalized * projectileSpeed;
}

It store the current player and set the velocity towards the current’s player position