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