Hey There is a problem with my machine gun script that is important and I cant continue my game because of it and it’s that when I am shooting the bullets split apart from each other and they keep doing that until it is not visible and I can’t destroy my Target.
This is the MachineGun script I am using, I did not create it but thank you to whoever did.
var EmitSparksTag: String;
var EmitBloodTag: String;
var EmitDirtTag: String;
var SparkEmitter: GameObject;
var BloodEmitter: GameObject;
var DirtEmitter: GameObject;
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()
{
var direction = transform.TransformDirection(Vector3.forward);
var hit : RaycastHit;
if (Physics.Raycast (transform.position, direction, hit, range)){
print ("I'm looking at " + hit.transform.name);
} else {
print ("I'm looking at nothing!");
}
DirtParticles = DirtEmitter.GetComponent(ParticleEmitter);
BloodParticles = BloodEmitter.GetComponent(ParticleEmitter);
SparkParticles = SparkEmitter.GetComponent(ParticleEmitter);
// We don't want to emit particles all the time, only when we hit something.
if (DirtParticles)
DirtParticles.emit = false;
// We don't want to emit particles all the time, only when we hit something.
if (BloodParticles)
BloodParticles.emit = false;
// We don't want to emit particles all the time, only when we hit something.
if (SparkParticles)
SparkParticles.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.AxisAngle(Vector3.forward, Random.value);
muzzleFlash.enabled = true;
if (audio)
{
if (!audio.isPlaying)
audio.Play();
audio.loop = true;
}
}
// We didn't, disable the muzzle flash
else
{
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 (){
DirtParticles = DirtEmitter.GetComponent(ParticleEmitter);
BloodParticles = BloodEmitter.GetComponent(ParticleEmitter);
SparkParticles = SparkEmitter.GetComponent(ParticleEmitter);
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 (DirtParticles&hit.collider.transform.CompareTag(EmitDirtTag))
{
DirtParticles.transform.position = hit.point;
DirtParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
DirtParticles.Emit();
}
if (BloodParticles&hit.collider.transform.CompareTag(EmitBloodTag))
{
BloodParticles.transform.position = hit.point;
BloodParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
BloodParticles.Emit();
}
if (SparkParticles&hit.collider.transform.CompareTag(EmitSparksTag))
{
SparkParticles.transform.position = hit.point;
SparkParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
SparkParticles.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;
}
I am trying to add screen shots.
~Steve