My turret is supposed to look and shoot one fireball a second at my character. It is looking and shooting, but a spray forever. What is going wrong? Please help! I NEED HELP AS SOON AS POSSIBLE
var LookAtTarget : GameObject;
var damp = 6.0;
var bulletPrefab : Transform;
var savedTime=0;
function Update ()
{
if(LookAtTarget)
{
var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
var seconds : int = Time.time;
var oddeven = (seconds % 2);
if(oddeven)
{
Shoot(seconds);
}
}
}
function Shoot(seconds)
{
if(seconds!=savedTime)
{
var bullet = Instantiate(bulletPrefab, transform.Find(“SpawnPoint1”).transform.position, Quaternion.identity);
bullet.rigidbody.AddForce(transform.forward * 1000);
savedTime=seconds;
}
}
var Player : Transform;
var lifeTime : float
var damp : float;
private var timer1 : float;
function Update () {
timer+=Time.deltaTime;
var rotate = Quaternion.LookRotation(Player.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
if(timer>1.0){
var bullet : Rigidbody;
bullet=Instantiate(prefab,transform.position,transform.rotation);
bullet.rigidbody.AddForce(transform.forward * 1000);
Destroy(bullet.gameObject,lifeTime);
}
}
Here… now stop with these EMERGENCY!! Questions! You’re going to get reported…
var LookAtTarget : GameObject;
var damp = 6.0;
var bulletPrefab : Transform;
var coolDown:float = 1; //Will shoot every second
var coolDownTimer:float = 0; // time since we've shot
function Update ()
{
if(LookAtTarget)
{
var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
coolDownTimer -= Time.deltaTime;
if(coolDownTimer <= 0) {
Shoot();
coolDownTimer = coolDown; // reset the timer
}
}
}
function Shoot()
{
var bullet = Instantiate(bulletPrefab, transform.Find("SpawnPoint1").transform.position, Quaternion.identity);
bullet.rigidbody.AddForce(transform.forward * 1000);
}