I’m trying to fix this script so that the Enemy stops shooting backwards into itself (or is walking into its bullets without ignore collision working.
I’m not sure why this is not shooting at the player…
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)
{
Debug.Log ("shooting");
Shoot(seconds);
}
}
}
function Shoot(seconds)
{
if(seconds!=savedTime)
{
//transform.LookAt(Target);
var bullit = Instantiate(bullitPrefab, transform.LookAt(LookAtTarget);
Physics.IgnoreCollision(bullitPrefab.collider, transform.root.collider);
bullit.rigidbody.AddForce(transform.forward * 10);
//var bullit = Instantiate(bullitPrefab, transform.position, transform.rotation);
//Physics.IgnoreCollision(bullitPrefab.collider, transform.root.collider);
// bullit.rigidbody.AddForce(transform.forward * 10);
Debug.Log ("shot");
savedTime=seconds;
}
}