I get an error where my TOKEN is wrong, and I would really like too know what a token is :P. (Noob Here) So if you could help me that would be nice ^^
function (CalculateAimPosition targetPos = Vector3)
{
var aimPoint = Vector3(targetPos.x + aimError, targetPos.y + aimError, targetPos.z + aimError);
desiredRotation = Quaternion.LookRotation(aimPoint);
};
Try :
function CalculateAimPosition (targetPos:Transform)
{
var aimPoint = Vector3(targetPos.x + aimError, targetPos.y + aimError, targetPos.z + aimError);
desiredRotation = Quaternion.LookRotation(aimPoint);
}
EDIT : here is the entire script :
var myProjectile : GameObject;
var reloadTime : float = 1f;
var turnSpeed : float = 5f;
var firePauseTime : float = .25f;
var muzzleEffect : GameObject;
var errorAmount : float = 0.01f;
var myTarget : Transform;
var turretBall: Transform;
var muzzlePositions : Transform;
var targetPos : Transform;
private var nextFireTime : float;
private var nextMoveTime : float;
private var desiredRotation : Quaternion;
private var aimError : float;
function Start () {
}
function Update () {
if(myTarget)
{
if(Time.time >= nextMoveTime)
{
CalculateAimPosition(myTarget.position);
turretBall.rotation = Quaternion.Lerp(turretBall.rotation.desiredRotation.time.deltaTime * turnSpeed);
}
if(Time.time >= nextFireTime)
{
FireProjectile();
}
}
}
function OnTriggerEnter (other : Collider) {
if (other.gameObject.tag == "Enemy")
{
nextFireTime = Time.time + (reloadTime * 0.5);
myTarget = other.gameObject.transform;
}
}
function OnTriggerExit (other : Collider){
if(other.gameObject.transform == myTarget)
{
myTarget = null;
}
}
function CalculateAimPosition (targetPos : Vector3) {
var aimPoint = Vector3(targetPos.x + aimError, targetPos.y + aimError, targetPos.z + aimError);
desiredRotation = Quaternion.LookRotation(aimPoint);
}
function CalculateAimError {
aimError = Random.Range(-errorAmount, errorAmount);
}
function FireProjectile {
audio.Play();
nextFireTime = Time.time + reloadTime;
nextMoveTime = Time.time + firePauseTime;
CalculateAimError();
for(theMuzzlePos in muzzlePositions)
{
Instantiate(myProjectile, theMuzzlePos.position, theMuzzlePos.rotation);
Instantiate(muzzleEffect, theMuzzlePos.position, theMuzzlePos.rotation);
}
}