Timed events (that repeat)?

Would it be possible to have something like this: Flash Geometry Wars where the projectiles are shot at a set time interval (for example: every half second) at a set velocity without the need for mouse input?
Thank you.

Take a look at InvokeRepeating:

Thank you. When I tried that script and selected a projectile, after that projectile was shot, the next one would be shot originating from the first projectile, and then the third projectile was shot from the second, etc. How can I make it so that it always shoots from the player (I added the script to the player object)?

If the script is attached to your player object, and you want the projectile origin to be the player, then you should be able to just specify this in your Instantiate:

Instantiate(projectile, transform.position, transform.rotation);

I still have some problems with how I want to implement the script. I attached this script that changes direction depending on where the mouse is on the screen. I had originally used this script

var projectile : Rigidbody; 
var speed = 20; 
function Update() 
{ 
 if( Input.GetButtonDown( "Fire1" ) ) 
 { 
  var instantiatedProjectile : Rigidbody = Instantiate( 
   projectile, transform.position, transform.rotation ); 
  instantiatedProjectile.velocity = 
   transform.TransformDirection( Vector3( 0, 0, speed ) ); 
  Physics.IgnoreCollision( instantiatedProjectile. collider, 
   transform.root.collider ); 
 } 
}

For firing the projectile, but it only happens when I click down (and removing the “down” part of GetButtonDown makes it go way too fast). Anyways, I wanted to make it fire at set intervals, just like the link that I posted above.

Anyways, when I used your script, the projectile seems to originate to a random direction, where the mouse is seems to have no effect. I modified it like you said, and then replaced the “Random.insideUnitSphere * 5;” with “=
transform.TransformDirection( Vector3( 0, 0, speed ) ); Physics.IgnoreCollision( instantiatedProjectile. collider,
transform.root.collider );” that is from the code above.
Here is the new code

var projectile : Rigidbody; 
var speed = 20; 
function Update() 
{ 
 if( Input.GetButtonDown( "Fire1" ) ) 
 { 
  var instantiatedProjectile : Rigidbody = Instantiate( 
   projectile, transform.position, transform.rotation ); 
  instantiatedProjectile.velocity = 
   transform.TransformDirection( Vector3( 0, 0, speed ) ); 
  Physics.IgnoreCollision( instantiatedProjectile. collider, 
   transform.root.collider ); 
 } 
}

What is wrong?