Turret problem (script)

Here is my script: var LookAtTarget : Transform; var damp : float = 6.0; var bulletPrefab : Transform; var savedTime = 0;

function Update() {

    if(LookAtTarget)

    {

            var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);
            transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp); 
            var seconds : int = Time.time;
            var oddeven = (seconds % 2) ;
            if (oddeven)
                    Shoot(seconds);

            //transform.LookAt(LookAtTarget) ;
    }

}

function Shoot(seconds) { if(seconds!=savedTime) { var bullet = Instantiate(bulletPrefab, transform.Find("spawnPoint").transform.position , Quaternion.identity); bullet.rigidbody.Addforce(transform.forward * 1000); }

savedTime=seconds;

} can you tell me what i did wrong

I can't quite find a problem with your script, but if the bullets are spraying out, then I suggest you look up `Time.time` in the documentation. It will give you this:

var projectile : GameObject;
var fireRate = 0.5;
private var nextFire = 0.0;

function Update () {
    if (Input.GetButton ("Fire1") && Time.time > nextFire) {
        nextFire = Time.time + fireRate;
        var clone = Instantiate (projectile, transform.position, transform.rotation);
    }
}

to keep your spawn point idea, then just do this:

var projectile : GameObject;
var fireRate = 0.5;
var spawnPoint : GameObject;
private var nextFire = 0.0;

function Update () {
    if (Input.GetButton ("Fire1") && Time.time > nextFire) {
        nextFire = Time.time + fireRate;
        var clone = Instantiate (projectile, spwanPoint.transform.position, transform.rotation);
    }
}

Can you give me the whole script