Okay guys, I took the century gun from the FPS tutorial and adapted it to fit my needs. Here’s what I have. Here’s the standard “SentryGun.js” script on the weapon:
var attackRange = 30.0;
var shootAngleDistance = 10.0;
var target : Transform;
function Start () {
if (target == null GameObject.FindWithTag("Player"))
target = GameObject.FindWithTag("Player").transform;
}
function Update () {
if (target == null)
return;
if (!CanSeeTarget ())
return;
// Rotate towards target
var targetPoint = target.position;
var targetRotation = Quaternion.LookRotation (targetPoint - transform.position, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2.0);
// If we are almost rotated towards target - fire one clip of ammo
var forward = transform.TransformDirection(Vector3.forward);
var targetDir = target.position - transform.position;
if (Vector3.Angle(forward, targetDir) < shootAngleDistance)
SendMessage("Fire");
}
function CanSeeTarget () : boolean
{
if (Vector3.Distance(transform.position, target.position) > attackRange)
return false;
var hit : RaycastHit;
if (Physics.Linecast (transform.position, target.position, hit))
return hit.transform == target;
return false;
}
I didn’t change anything there. However, I think I might have to. Here’s what I have to trigger the “Fire Function”:
var range = 100.0;
var timer = 1.0;
var missile : GameObject;
function Fire () {
yield new WaitForSeconds (timer);
var position : Vector3 = new Vector3(0, 0, 0) * 1.0;
position = transform.TransformPoint (position);
var thisMissile : GameObject = Instantiate (missile, position, transform.rotation) as GameObject;
Physics.IgnoreCollision(thisMissile.collider, collider);
}
Now, as you might be able to tell, I am trying to separate the time in-between shots. (hence the reason I put WaitForSeconds in there…however, I realized that it doesn’t repeat the function so the WaitForSeconds isn’t called in-between each shot…can someone help me out so that there is a one second pause in-between each shot?