How do I do a bulletspeed and make it affect my shooting

using UnityEngine;
using System.Collections;

public class FiringScript : MonoBehaviour {
public GameObject Bullet;
public GameObject bulletSpawn;
private float shootTime = 0.0f;
public float shotInterval = 0.2f;
public bool inrange= false;
bool slow = true;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
if(inrange (Time.time >= shootTime) slow ==false)
{
//GameObject bullet = Instantiate(Bullet,transform.position,transform.rotation) as GameObject;
GameObject bullet = Instantiate(Bullet, bulletSpawn.transform.position,transform.rotation) as GameObject;

bullet.rigidbody.AddForce(transform.forward * 1000.0f);
shootTime = Time.time + shotInterval;
//Destroy(gameObject);
Destroy(bullet,3.0f);
}

}

void OnTriggerEnter(Collider collision)
{
if(collision.gameObject.tag == “Player”)
{
inrange = true;
}
}

void OnTriggerExit(Collider collision)
{
if(collision.gameObject.tag == “Player”)
{
inrange=false;
}
}
}

Use a float variable (float speed = 1000.0f) instead of value 1000.0f magic variable.
bullet.rigidbody.AddForce(transform.forward * speed);

Is it possible to freeze my bullet after it is being shoot out?

make a new float variable

float speed = 1000.0f

instead of your:
bullet.rigidbody.AddForce(transform.forward * 1000.0f);

write
bullet.rigidbody.AddForce(transform.forward * speed);

and then when you want to stop it just set speed=0;

I don’t use AddForce so I don’t know how it works
if you would use

bullet.transform.Translate(transform.forward * speed * Time.deltaTime); //or without Time.deltaTime

it would work 100% but i think it should work with addforce too

I have created a float speed and did bullet.rigidbody.AddForce(transform.forward * bulletSpd);
It will freeze but after the bool is false,it will not move anymore