fps game problems

I have made a fps game using the things the come with the fps tutorial and their are five things wrong with my game.

  1. Whenever I shoot the ground the bullets ricochet back and hit me.

  2. My rockets do not kill the robots whenever I shoot them.

  3. My muzzel flash does not stay in front of my barrel when I look up or down, but it stays in place when I look left or right.

  4. Robots rockets do not make my health bar go down but they can kill me.

  5. Robots have to take another step closer before shooting off the next rocket.

Any way I can fix these problems?

AI damage receiver script

var speed = 3.0;
var rotationSpeed = 5.0;
var shootRange = 15.0;
var attackRange = 30.0;
var shootAngle = 4.0;
var dontComeCloserRange = 5.0;
var delayShootTime = 0.35;
var pickNextWaypointDistance = 2.0;
var target : Transform;

private var lastShot = -10.0;

// Make sure there is always a character controller
@script RequireComponent (CharacterController)

function Start () {
    // Auto setup player as target through tags
    if (target == null && GameObject.FindWithTag("Player"))
        target = GameObject.FindWithTag("Player").transform;

    Patrol();
}

function Patrol () {
    var curWayPoint = AutoWayPoint.FindClosest(transform.position);
    while (true) {
        var waypointPosition = curWayPoint.transform.position;
        // Are we close to a waypoint? -> pick the next one!
        if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance)
            curWayPoint = PickNextWaypoint (curWayPoint);

        // Attack the player and wait until
        // - player is killed
        // - player is out of sight     
        if (CanSeeTarget ())
            yield StartCoroutine("AttackPlayer");

        // Move towards our target
        MoveTowards(waypointPosition);

        yield;
    }
}

function CanSeeTarget () : boolean {
    if (Vector3.Distance(transform.position, target.position) > attackRange)
        return false;

    var hit : RaycastHit;
    if (Physics.Linecast (transform.position, target.position, hit))
        return hit.transform == target;

    return false;
}

function Shoot () {
    // Start shoot animation
    animation.CrossFade("shoot", 0.3);

    // Wait until half the animation has played
    yield WaitForSeconds(delayShootTime);

    // Fire gun
    BroadcastMessage("Fire");

    // Wait for the rest of the animation to finish
    yield WaitForSeconds(animation["shoot"].length - delayShootTime);
}

function AttackPlayer () {
    var lastVisiblePlayerPosition = target.position;
    while (true) {
        if (CanSeeTarget ()) {
            // Target is dead - stop hunting
            if (target == null)
                return;

            // Target is too far away - give up 
            var distance = Vector3.Distance(transform.position, target.position);
            if (distance > shootRange * 3)
                return;

            lastVisiblePlayerPosition = target.position;
            if (distance > dontComeCloserRange)
                MoveTowards (lastVisiblePlayerPosition);
            else
                RotateTowards(lastVisiblePlayerPosition);

            var forward = transform.TransformDirection(Vector3.forward);
            var targetDirection = lastVisiblePlayerPosition - transform.position;
            targetDirection.y = 0;

            var angle = Vector3.Angle(targetDirection, forward);

            // Start shooting if close and play is in sight
            if (distance < shootRange && angle < shootAngle)
                yield StartCoroutine("Shoot");
        } else {
            yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition);
            // Player not visible anymore - stop attacking
            if (!CanSeeTarget ())
                return;
        }

        yield;
    }
}

function SearchPlayer (position : Vector3) {
    // Run towards the player but after 3 seconds timeout and go back to Patroling
    var timeout = 3.0;
    while (timeout > 0.0) {
        MoveTowards(position);

        // We found the player
        if (CanSeeTarget ())
            return;

        timeout -= Time.deltaTime;
        yield;
    }
}

function RotateTowards (position : Vector3) {
    SendMessage("SetSpeed", 0.0);

    var direction = position - transform.position;
    direction.y = 0;
    if (direction.magnitude < 0.1)
        return;

    // Rotate towards the target
    transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
    transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}

function MoveTowards (position : Vector3) {
    var direction = position - transform.position;
    direction.y = 0;
    if (direction.magnitude < 0.5) {
        SendMessage("SetSpeed", 0.0);
        return;
    }

    // Rotate towards the target
    transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
    transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);

    // Modify speed so we slow down when we are not facing the target
    var forward = transform.TransformDirection(Vector3.forward);
    var speedModifier = Vector3.Dot(forward, direction.normalized);
    speedModifier = Mathf.Clamp01(speedModifier);

    // Move the character
    direction = forward * speed * speedModifier;
    GetComponent (CharacterController).SimpleMove(direction);

    SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);
}

function PickNextWaypoint (currentWaypoint : AutoWayPoint) {
    // We want to find the waypoint where the character has to turn the least

    // The direction in which we are walking
    var forward = transform.TransformDirection(Vector3.forward);

    // The closer two vectors, the larger the dot product will be.
    var best = currentWaypoint;
    var bestDot = -10.0;
    for (var cur : AutoWayPoint in currentWaypoint.connected) {
        var direction = Vector3.Normalize(cur.transform.position - transform.position);
        var dot = Vector3.Dot(direction, forward);
        if (dot > bestDot && cur != currentWaypoint) {
            bestDot = dot;
            best = cur;
        }
    }

    return best;
}

AI script

var speed = 3.0;
var rotationSpeed = 5.0;
var shootRange = 15.0;
var attackRange = 30.0;
var shootAngle = 4.0;
var dontComeCloserRange = 5.0;
var delayShootTime = 0.35;
var pickNextWaypointDistance = 2.0;
var target : Transform;

private var lastShot = -10.0;

// Make sure there is always a character controller
@script RequireComponent (CharacterController)

function Start () {
    // Auto setup player as target through tags
    if (target == null && GameObject.FindWithTag("Player"))
        target = GameObject.FindWithTag("Player").transform;

    Patrol();
}

function Patrol () {
    var curWayPoint = AutoWayPoint.FindClosest(transform.position);
    while (true) {
        var waypointPosition = curWayPoint.transform.position;
        // Are we close to a waypoint? -> pick the next one!
        if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance)
            curWayPoint = PickNextWaypoint (curWayPoint);

        // Attack the player and wait until
        // - player is killed
        // - player is out of sight     
        if (CanSeeTarget ())
            yield StartCoroutine("AttackPlayer");

        // Move towards our target
        MoveTowards(waypointPosition);

        yield;
    }
}

function CanSeeTarget () : boolean {
    if (Vector3.Distance(transform.position, target.position) > attackRange)
        return false;

    var hit : RaycastHit;
    if (Physics.Linecast (transform.position, target.position, hit))
        return hit.transform == target;

    return false;
}

function Shoot () {
    // Start shoot animation
    animation.CrossFade("shoot", 0.3);

    // Wait until half the animation has played
    yield WaitForSeconds(delayShootTime);

    // Fire gun
    BroadcastMessage("Fire");

    // Wait for the rest of the animation to finish
    yield WaitForSeconds(animation["shoot"].length - delayShootTime);
}

function AttackPlayer () {
    var lastVisiblePlayerPosition = target.position;
    while (true) {
        if (CanSeeTarget ()) {
            // Target is dead - stop hunting
            if (target == null)
                return;

            // Target is too far away - give up 
            var distance = Vector3.Distance(transform.position, target.position);
            if (distance > shootRange * 3)
                return;

            lastVisiblePlayerPosition = target.position;
            if (distance > dontComeCloserRange)
                MoveTowards (lastVisiblePlayerPosition);
            else
                RotateTowards(lastVisiblePlayerPosition);

            var forward = transform.TransformDirection(Vector3.forward);
            var targetDirection = lastVisiblePlayerPosition - transform.position;
            targetDirection.y = 0;

            var angle = Vector3.Angle(targetDirection, forward);

            // Start shooting if close and play is in sight
            if (distance < shootRange && angle < shootAngle)
                yield StartCoroutine("Shoot");
        } else {
            yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition);
            // Player not visible anymore - stop attacking
            if (!CanSeeTarget ())
                return;
        }

        yield;
    }
}

function SearchPlayer (position : Vector3) {
    // Run towards the player but after 3 seconds timeout and go back to Patroling
    var timeout = 3.0;
    while (timeout > 0.0) {
        MoveTowards(position);

        // We found the player
        if (CanSeeTarget ())
            return;

        timeout -= Time.deltaTime;
        yield;
    }
}

function RotateTowards (position : Vector3) {
    SendMessage("SetSpeed", 0.0);

    var direction = position - transform.position;
    direction.y = 0;
    if (direction.magnitude < 0.1)
        return;

    // Rotate towards the target
    transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
    transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}

function MoveTowards (position : Vector3) {
    var direction = position - transform.position;
    direction.y = 0;
    if (direction.magnitude < 0.5) {
        SendMessage("SetSpeed", 0.0);
        return;
    }

    // Rotate towards the target
    transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
    transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);

    // Modify speed so we slow down when we are not facing the target
    var forward = transform.TransformDirection(Vector3.forward);
    var speedModifier = Vector3.Dot(forward, direction.normalized);
    speedModifier = Mathf.Clamp01(speedModifier);

    // Move the character
    direction = forward * speed * speedModifier;
    GetComponent (CharacterController).SimpleMove(direction);

    SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);
}

function PickNextWaypoint (currentWaypoint : AutoWayPoint) {
    // We want to find the waypoint where the character has to turn the least

    // The direction in which we are walking
    var forward = transform.TransformDirection(Vector3.forward);

    // The closer two vectors, the larger the dot product will be.
    var best = currentWaypoint;
    var bestDot = -10.0;
    for (var cur : AutoWayPoint in currentWaypoint.connected) {
        var direction = Vector3.Normalize(cur.transform.position - transform.position);
        var dot = Vector3.Dot(direction, forward);
        if (dot > bestDot && cur != currentWaypoint) {
            bestDot = dot;
            best = cur;
        }
    }

    return best;
}

Ai animation script v

var minimumRunSpeed = 1.0;

function Start () {
    // Set all animations to loop
    animation.wrapMode = WrapMode.Loop;

    // Except our action animations, Dont loop those
    animation["shoot"].wrapMode = WrapMode.Once;

    // Put idle and run in a lower layer. They will only animate if our action animations are not playing
    animation["idle"].layer = -1;
    animation["walk"].layer = -1;
    animation["run"].layer = -1;

    animation.Stop();
}

function SetSpeed (speed : float) {
    if (speed > minimumRunSpeed)
        animation.CrossFade("run");
    else
        animation.CrossFade("idle");
}

Rocket script v

    // The reference to the explosion prefab
    var explosion : GameObject;
    var timeOut = 3.0;

    // Kill the rocket after a while automatically
    function Start () {
        Invoke("Kill", timeOut);
    }

    function OnCollisionEnter (collision : Collision) {
        // Instantiate explosion at the impact point and rotate the explosion
        // so that the y-axis faces along the surface normal
        var contact : ContactPoint = collision.contacts[0];
        var rotation = Quaternion.FromToRotation(Vector3.up, contact.normal);
        Instantiate (explosion, contact.point, rotation);

        // And kill our selves
        Kill ();    
    }

    function Kill () {
        // Stop emitting particles in any children
        var emitter : ParticleEmitter= GetComponentInChildren(ParticleEmitter);
        if (emitter)
            emitter.emit = false;

        // Detach children - We do this to detach the trail rendererer which should be set up to auto destruct
        transform.DetachChildren();

        // Destroy the projectile
        Destroy(gameObject);
    }

@script RequireComponent (Rigidbody)

Rocket launcher script v

var projectile : Rigidbody;
var initialSpeed = 20.0;
var reloadTime = 0.5;
var ammoCount = 20;
private var lastShot = -10.0;

function Fire () {
    // Did the time exceed the reload time?
    if (Time.time > reloadTime + lastShot && ammoCount > 0) {
        // create a new projectile, use the same position and rotation as the Launcher.
        var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);

        // Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform.
        instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));

        // Ignore collisions between the missile and the character controller
        Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);

        lastShot = Time.time;
        ammoCount--;
    }
}

the script that is killing me when i shoot at the ground v

var range = 100.0;
var fireRate = 0.05;
var force = 10.0;
var damage = 5.0;
var bulletsPerClip = 40;
var clips = 20;
var reloadTime = 0.5;
private var hitParticles : ParticleEmitter;
var muzzleFlash : Renderer;

private var bulletsLeft : int = 0;
private var nextFireTime = 0.0;
private var m_LastFrameShot = -1;

function Start () {
    hitParticles = GetComponentInChildren(ParticleEmitter);

    // We don't want to emit particles all the time, only when we hit something.
    if (hitParticles)
        hitParticles.emit = false;
    bulletsLeft = bulletsPerClip;
}

function LateUpdate() {
    if (muzzleFlash) {
        // We shot this frame, enable the muzzle flash
        if (m_LastFrameShot == Time.frameCount) {
            muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward);
            muzzleFlash.enabled = true;

            if (audio) {
                if (!audio.isPlaying)
                    audio.Play();
                audio.loop = true;
            }
        } else {
        // We didn't, disable the muzzle flash
            muzzleFlash.enabled = false;
            enabled = false;

            // Play sound
            if (audio)
            {
                audio.loop = false;
            }
        }
    }
}

function Fire () {
    if (bulletsLeft == 0)
        return;

    // If there is more than one bullet between the last and this frame
    // Reset the nextFireTime
    if (Time.time - fireRate > nextFireTime)
        nextFireTime = Time.time - Time.deltaTime;

    // Keep firing until we used up the fire time
    while( nextFireTime < Time.time && bulletsLeft != 0) {
        FireOneShot();
        nextFireTime += fireRate;
    }
}

function FireOneShot () {
    var direction = transform.TransformDirection(Vector3.forward);
    var hit : RaycastHit;

    // Did we hit anything?
    if (Physics.Raycast (transform.position, direction, hit, range)) {
        // Apply a force to the rigidbody we hit
        if (hit.rigidbody)
            hit.rigidbody.AddForceAtPosition(force * direction, hit.point);

        // Place the particle system for spawing out of place where we hit the surface!
        // And spawn a couple of particles
        if (hitParticles) {
            hitParticles.transform.position = hit.point;
            hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
            hitParticles.Emit();
        }

        // Send a damage message to the hit object          
        hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
    }

    bulletsLeft--;

    // Register that we shot this frame,
    // so that the LateUpdate function enabled the muzzleflash renderer for one frame
    m_LastFrameShot = Time.frameCount;
    enabled = true;

    // Reload gun in reload Time        
    if (bulletsLeft == 0)
        Reload();           
}

function Reload () {

    // Wait for reload time first - then add more bullets!
    yield WaitForSeconds(reloadTime);

    // We have a clip left reload
    if (clips > 0) {
        clips--;
        bulletsLeft = bulletsPerClip;
    }
}

function GetBulletsLeft () {
    return bulletsLeft;
}

Learn how to code and implement your changes accordingly

The bullet or rocket it a prefab change the prefab to be a trigger than add the code ontriggerenter(put the name of the bullet or rocket here) then add the variable used for health - the amount of damage you want it to do i suggest you make this a variable so it can be tweaked

The fps tutorial is a bad tutorial for amateurs users in Unity3d. Create your own fps from scratch.!!!

1- Insert a first person controller
2- Learn raycasting
3- Learn artificial intelligence

Is the best way to start in a programming language!!! Copying tutorials never learn. Encourage!!