Swich fire button form F to LMB

in this script the fire button is on F but i want it on LMB but i dont know how. can somone helt me pliz?

	var Range : float = 1000;
	
	var Force : float = 1000;
	
	var Clips : int = 20;
	
	var BulletPerClip : int = 60;
	
	var RelaodTime : float = 3.3;
	
	   var Damage : int = 10;
	   
	var MoveSpeed: float = 1;
	
		var BulletsLeft : int = 0;
		
			var ShootTimer : float = 0;
			
			
			
			var ShootCooler : float = 0.5;
			
			public var ShootAudio : AudioClip;
			
			public var ReloadAudio : AudioClip;
			
			public var muzzleFlash : ParticleEmitter;
			
			public var hitParticles : ParticleEmitter;
			
			public var muzzleFlashTimer : float = 0;
			 
			public var KeyCooler : float = 0.5;
			
			   public var KeyTimer : float = 0;
			
			public var muzzleFlashCooler : float = 0.5;
			
			public var Lights1 : GameObject;
			
			public var Lights2 : GameObject ;
			
			public var Lights3 : GameObject;
			
			public var BloodEffect : ParticleEmitter;
	
	      	public var BloodEffectMain: ParticleEmitter;
	
	
	
 			//var PlayerPos : Transform;
 			//var RadarCam : Transform;
 			//	//var Finder: Transform;
 			//var CamFinder: Transform;

function Start(){

// PlayerPos.rotation = Quaternion.Euler(0,96.93118,0);
// PlayerPos.position = Finder.position;
//RadarCam.position = CamFinder.position;

	BulletsLeft = BulletPerClip;
	
	
	muzzleFlash.emit = false;
	
	
	DefaultPos = transform.localPosition;
	
	hitParticles.emit = false;
	
	BloodEffect.emit = false;
	BloodEffectMain.emit = false;

}

function Update () {

//PlayerPos.rotation = mainPos.rotation;
//PlayerPos.position = Finder.position;
//RadarCam.position = CamFinder.position;

if( KeyTimer > 0){

 KeyTimer -= Time.deltaTime;

}

if( KeyTimer < 0){

 KeyTimer= 0;

}

if( muzzleFlashTimer > 0){

 muzzleFlashTimer -= Time.deltaTime;

MuzzleFlash();
}

if( muzzleFlashTimer < 0){

 muzzleFlashTimer = 0;

}

if( ShootTimer > 0){

         ShootTimer -= Time.deltaTime;

}

if(ShootTimer < 0){

               ShootTimer = 0;
              
              }
              
         if( KeyTimer == 0){
		if(Input.GetKey(KeyCode.F) && BulletsLeft ){
		
		if( ShootTimer  == 0){
		
		PlayShootAudio();
		
		 
            RayShoot();
             
            
               
            ShootTimer  = ShootCooler;
            KeyTimer = KeyCooler;
            
            }
            
				if( muzzleFlashTimer == 0){
		     
              muzzleFlashTimer = muzzleFlashCooler;   
                    MuzzleFlash ();    

}
}

}
}

function MuzzleFlash (){

if( muzzleFlashTimer > 0){

    muzzleFlash.emit= false;
       
       Lights1.active = false;
       Lights2.active = false;
       Lights3.active = false;

}
if( muzzleFlashTimer == muzzleFlashCooler){

  muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360 , Vector3.forward);

     muzzleFlash.emit = true;
       
        Lights1.active = true;
       Lights2.active = true;
       Lights3.active = true;

}
}

function RayShoot (){

//GameObject.Find(“m1911pistoleReloadandShooting”).animation.Play(“Shoot”); //(if your player has animations then remove the // infront of the GameObject.Find and then
//(replace your objetcs name there. and then the animation name)
var hit : RaycastHit;

			 var direction : Vector3  = transform.TransformDirection(Vector3.forward);
     
			Debug.DrawRay(transform.position , direction * Range , Color.blue);
			
			if(Physics.Raycast(transform.position , direction , hit, Range)){
			var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
			
			if(hit.rigidbody){
			
			if(hitParticles){
			
			hitParticles.transform.position = hit.point;
			
			hitParticles.transform.localRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
			hitParticles.Emit();

		 			  
		    hit.rigidbody.AddForceAtPosition( direction * Force , hit.point);
		    hit.collider.SendMessageUpwards("ApplyDamage" , Damage , SendMessageOptions.DontRequireReceiver);
			}
			}
			
			if(hit.collider.gameObject.CompareTag("Enemy")){
			
				if( BloodEffect ){
				if( BloodEffectMain){
				
				BloodEffect.transform.position = hit.point;
				BloodEffect.transform.position = hit.point;
				
				BloodEffect.transform.localRotation = Quaternion.FromToRotation(Vector3.forward, hit.normal);
				BloodEffectMain.transform.localRotation = Quaternion.FromToRotation(Vector3.forward, hit.normal);
				BloodEffect.Emit();
				BloodEffectMain.Emit();
				
			}
			}
			}
			}
			
			
			
			
			BulletsLeft --;
			 
		
			if(BulletsLeft < 0){
			
			BulletsLeft = 0;
			
			}
			
			if( BulletsLeft == 0 ){
			
			Reload();
			
			
            }

			}

function Reload (){

	PlayReloadAudio();
	yield WaitForSeconds(0.2);
	
	 //GameObject.Find("m1911pistoleReloadandShooting").animation.Play("Reload"); //(if your player has animations then remove the // infront of the GameObject.Find and then 
																		          //(replace your objetcs name there. and then the animation name)
 yield WaitForSeconds( RelaodTime);
 
 		if(Clips > 0){
 		
            BulletsLeft = BulletPerClip; 
            
               		Clips -= 1;   		

}
}

function PlayShootAudio(){

	audio.PlayOneShot( ShootAudio);

}

function PlayReloadAudio(){

audio.PlayOneShot( ReloadAudio);

}

thanks

1 Answer

1

I cant believe you posted your entire script for this answer :slight_smile:

if (Input.GetButtonDown (“Fire1”))

i did what you posted but now it says "enemy is nit defined" do you know what to do now?