Hi i've got some annoying stuff on my unity :o

Greetings readers, I’m jeffry, I’m new on this forum and i have some questions because my unity is kinda messed up. I’m working on a FPS game and i need to add some weapons, I got like 2 weapons added but the third one i can’t do. THe third weapon is a sniper rifle.
(i cant even let it fire ) i’m new to this , followed like 40 tutorials and i can make a game now. But my problem with the rifle is i cant make it on my Nr.3 key and i cant make it even fire, ( i have all the scripts already but it just wont work. ) My second problem is : I want to build run my game. After i did that and im going to let it run. When it’s running i can online look around, i cant move i cant shoot , but when i play it in the preview it does. My last problem is : I was looking a tutorial where they made robots as enemies, i know how to do that all but when i run the game the robots just fall together and run around killing themselfs ( L.O.L ). Anyone got any ways to solve these problems? i’ll add the code of the sniper here. Thank You! :slight_smile:

var weapons : GameObject[]; 
static var autoFire : boolean;
private var canKickback : boolean = true;
var selectedWeapon : int;
function Start () {
	// Select the first weapon
	SelectWeapon(3);
}

function LateUpdate () {
	if(Input.GetButtonDown ("Fire1")  canKickback){
		BroadcastMessage("KickbackZ");
		canKickback = false;
	} else if(Input.GetButtonUp("Fire1")){
		BroadcastMessage("ceaseFiring");
		canKickback = true;
	}

}

function Update () {
	if (!Input.GetButton ("Fire1"))
		BroadcastMessage("Cooldown");

	// Did the user press fire?
	if (Input.GetButton ("Fire1")  autoFire){
		BroadcastMessage("Fire");
	} else if(Input.GetButtonDown ("Fire1")){
		BroadcastMessage("Fire");
	} 	
	
	if(!aimmode.canSwitchWeaponAim)
		return;
		
	if (Input.GetKeyDown("1")  weapons.length >= 1) {
		if(!weapons[0].gameObject.GetComponent("weaponlocking").isLocked){
			SelectWeapon(0);
			selectedWeapon = 0;
		}
	} else if (Input.GetKeyDown("2")  weapons.length >= 2) {
		if(!weapons[1].gameObject.GetComponent("weaponlocking").isLocked){
			SelectWeapon(1);
			selectedWeapon = 1;
		}
	} else if (Input.GetKeyDown("3")  weapons.length >= 3) {
		if(!weapons[2].gameObject.GetComponent("weaponlocking").isLocked){
			SelectWeapon(2);
			selectedWeapon = 2;
		}
	
		

		if (Input.GetButtonDown("Reload"))
			BroadcastMessage("Reload");


}

function SelectWeapon (index : int) {
	for (var i : int=0 ;i<weapons.length; i++)	{
//			 Activate the selected weapon
		if (i == index){
			weapons[i].gameObject.BroadcastMessage("selectWeapon");
		// Deactivate all other weapons
		}else{
			weapons[i].gameObject.BroadcastMessage("deselectWeapon");
		}
		
	}
}function FullAuto () {
	autoFire = true;
}
function SemiAuto () {
	autoFire = false;
}
function deactivateWeapons(){
	for (var i : int=0 ;i<weapons.length; i++)	{
		weapons[i].gameObject.BroadcastMessage("deselectWeapon");
	}
}
function setWeapon (gun : GameObject, element : int){
	weapons[element] = gun;
}

When you read those tutorials did you learn the engine or just paste script in to get things working because if you just paste it in then you’re bound to get stuck later on?

Contact me on MSN raphaelnew2003@yahoo.co.uk and I’ll give you a hand with where you are.

I’m like you new and making a FPS however it sounds as if I am having more success.

Sounds like your robots have rigidbodies and are falling over. You could give them a wide base however they really need a FPS walker type script without the controls for 1 player.