Shoot. Just Shoot

This is a very simple question but... can you give me a script so when i hit a key it shoots a certan game object.

Thanks!!!

(LEAVE INSTRUCTIONS!)

Have a look at the first-person shooter tutorial.

public var snowballPrefab : Transform;
public var snowballSpeed : float = 6000;

function Update(){
    if(Input.GetButton("Fire1"))
        {
            if(!snowballPrefab || !snowballSpeed)
            {
                Debug.Log("[Shoot] 'bulletPrefab' or 'bulletSpeed' is undefined");
            }else{
                var snowballCreate = Instantiate(snowballPrefab, GameObject.Find("SSpawnPoint").transform.position, Quaternion.identity);
                snowballCreate.rigidbody.AddForce(transform.forward * snowballSpeed);
            }
        }
}

Try this, replace snowball with your game object. I am still trying to find out a better way:)

dont ask for scripts use the references and learn it yourself

put A empty game object in front of your gun ( where u want to shoot from) and name it “spawnPoint” then attach this script:

var fireRate : float = 0.1;
var Prefab: Transform;
private var nextFire = 0.0;
var speed : float = 50;
function Update () {
    if(Input.GetKey("mouse 0")&&Time.time > nextFire){
    nextFire = Time.time + fireRate;
    var copy = Instantiate(Prefab,GameObject.Find("spawnPoint").transform.position,transform.rotation);
    copy.rigidbody.velocity = transform.TransformDirection(Vector3.forward * speed);

}

}

to the player, you can edit the fire rate, in the inspecter panel make sure to when it says prefab, add a game object there, such as a cube or sphere.

// attach this script with your gun and put an empty game object as a child of gun which work as spawn point of bullet

public class AutoFire : MonoBehaviour {

public float frequency = 10;
public float coneAngele = 1.0f;
public bool firing = false;
public float hitSoundVolume = 5f;
public GameObject muzzleFlash;
public AudioClip soundHit;
private float _lastFireTime = -1;
private RaycastHit _hitInfo;
private Quaternion _coneRandomRotation;
private Vector3 _force;
private GameObject _bullet;
private Transform _spawnPoint;
RaycastHit hitInfo;
void Start () {
	if(muzzleFlash) muzzleFlash.active = false;
    _force = new Vector3(0,0,0);
	_bullet=Resources.Load("Prefabs/bullet", typeof(GameObject))as GameObject;
	if(!_bullet){
		Debug.LogError("keep bullet prefab in Resources/Prefabs/bullet");
	}
	foreach(Transform tr in transform){
		if(tr){
			_spawnPoint=tr;
		}
	}
}

// Update is called once per frame
void Update () {
    if (firing) {
        if (Time.time > _lastFireTime + 1 / frequency) {
            //coneRandomRotation= Quaternion.Euler (Random.Range(-coneAngele, coneAngele), Random.Range(-coneAngele, coneAngele),0);
            _coneRandomRotation = Quaternion.Euler(0, 0, 0);
            GameObject go= Instantiate(_bullet,_spawnPoint.position,Quaternion.Euler(Vector3.zero)) as GameObject;
            SimpleBulletOrMissile bulletOrMissile = go.GetComponent<SimpleBulletOrMissile>();
            _lastFireTime = Time.time;

          	Physics.Raycast (go.transform.position, go.transform.up,out _hitInfo,Mathf.Infinity,-5);
            if (_hitInfo.transform)
            {
                print(_hitInfo.transform.tag+"hitted");
                Health targetHealth = _hitInfo.transform.GetComponent<Health>();
                if (targetHealth)
                {
                    //kill or health damage of target
                }

                if (_hitInfo.rigidbody)
                {
					//if want to apply force on enemy
                    hitInfo.rigidbody.AddForceAtPosition(_force, hitInfo.point, ForceMode.Impulse);
                }
              
                AudioSource.PlayClipAtPoint(soundHit, _hitInfo.point, hitSoundVolume);
               
                bulletOrMissile.dist = _hitInfo.distance;
                
               
            }
            else {
                
                    bulletOrMissile.dist = 50;
            }
        }
        
    }
	if(Input.GetMouseButton(0)){
		OnStartFire();
	}
	if(Input.GetMouseButtonUp(0)){
		OnStopFire();
	}
}

void OnStartFire() {
    if (Time.timeScale == 0)
        return;

    firing = true;
	if(muzzleFlash) muzzleFlash.active = true;
    if (audio) audio.Play();
}

void OnStopFire() {
    firing = false;
	if(muzzleFlash) muzzleFlash.active = false;
    if (audio) audio.Stop();
}

//attach this script with bullet

public class SimpleBulletOrMissile : MonoBehaviour {

public float speed = 10;
public float lifeTime = 0.5f;
public float dist = 100;

private float _spawnTime = 0.0f;
private Transform _tr; 
// Use this for initialization
void OnEnable () {
    _tr = transform;
    _spawnTime = Time.time;
}

// Update is called once per frame
void Update () {
    _tr.position += _tr.forward * speed * Time.deltaTime;
    dist -= speed * Time.deltaTime;
    if (Time.deltaTime > _spawnTime + lifeTime || dist < 0) {
      //  print("Destroy form bullet");
       Destroy(gameObject);
    }
}