Projectile Firing From Floor, I Need Some Help

I'm applying the lessons from the FPS tutorial to a 3rd person shooter/brawler and have run into another snag. In my game, the player has freedom of motion via the WASD keys with the mouse controlling only the camera and only on the left/right axis. The code in the FPS tutorial had the projectile originate from the RocketLauncher and shoot forward - but forward was where ever the camera was pointing forward. I fixed that by having the projectile originate from the player position instead and this works great - except, the projectile is "stuck" to the floor. I'm assuming this is because that is where the player is originating from. My code looks like this:

var projectile : Rigidbody;

var initialSpeed = 20.0;

var reloadTime = 0.5;

var ammoCount = 20;

private var lastShot = -10.0;

var target : GameObject;

var slice = 0;

var loft = 0;

function Fire ()

{

target = GameObject.Find("player01");

target.animation.CrossFade("draw_rifle");

target.animation.CrossFade("aim_rifle");

// Did the time exceed the reload time?
if (Time.time > reloadTime + lastShot && ammoCount > 0) {
    // create a new projectile, use the same position as player01 but the same rotation as the Launcher.
    var instantiatedProjectile : Rigidbody = Instantiate (projectile, target.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 = target.transform.TransformDirection(Vector3 (slice, loft, initialSpeed));

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

    lastShot = Time.time;
    ammoCount--;
}

}

How can I fix this so that the projectile is still coming form player01 position but elevated off the floor? Thank you for your time.

Try this....

// create a new projectile, use the same position as player01 but the same rotation as the Launcher.
var instantiatedProjectile : Rigidbody = Instantiate (projectile, Vector3(target.transform.position.x, target.transform.position.y + 2, target.transform.position.z), transform.rotation);

Probably wont work but it might :)