Some issues with firing weapons

Hello, all! Yes, it’s me again, back regarding issues with my project.

I’m trying to use this slightly altered version of the Rocketlauncher script from the FPS tutorial to make a spaceship gun that does not use ammo, but has a reload time. The problem is that it isn’t instantiating my projectile object when I click the Fire1 button (left ctrl/mouse 0).

Any and all help would be appreciated.

var projectile : Rigidbody; 
var initialSpeed = 20.0; 
var reloadTime = 0.5; 
private var lastShot = -10.0; 

function Fire1 () 
{ 
 // Did the time exceed the reload time? 
	

 if (Time.time > reloadTime + lastShot) 
 
 { 
 	
 // create a new projectile, use the same position and rotation as the 
 // Launcher. 

 var instantiatedProjectile : Rigidbody = Instantiate (projectile, 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 = transform.TransformDirection(Vector3 (0, 0, initialSpeed)); 
 
 // Ignore collisions between the missile and the character controller 
 Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider); 
 lastShot = Time.time; 
 } 
}

Assuming that’s the entire script, you’re not checking for input. You’d need to check Input.GetButtonDown(“Fire1”) in an Update function.

–Eric

Well, a quick edit later I have this, which appears to work. Thanks, Eric!

var projectile : Rigidbody; 
var initialSpeed = 20.0; 
var reloadTime = 0.5; 
private var lastShot = -10.0; 

function Update () {
    // Ctrl was pressed, launch a projectile
    if (Input.GetButtonDown("Fire1")){ 
    	FireGun ();
    }
}
function FireGun () 
{ 
 // Did the time exceed the reload time? 
	
 if (Time.time > reloadTime + lastShot) 
 
 { 
 	
 // create a new projectile, use the same position and rotation as the 
 // Launcher. 

 var instantiatedProjectile : Rigidbody = Instantiate (projectile, 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 = transform.TransformDirection(Vector3 (0, 0, initialSpeed)); 
 
 // Ignore collisions between the missile and the character controller 
 Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider); 
 
 lastShot = Time.time; 
 } 
}