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Question by feneq · Aug 25, 2011 at 07:10 AM · projectileshootaim

Enemy Aims at Player's Current Position

Hello,

I've run into an issue that I have not been able to solve. I'm making a side-scrolling space shooter (think r-type) I'm trying to get enemy ships to fire a projectile at the players current position. Keep in mind I do not wish for the projectile to follow the player like a homing missle, basically the projectile should instantiate, take the players positions and send the projectile in the players direction. Here is the script I am currently using,

 public var ebullet:Transform;
 public var projectileSpeed:float = 0.0;
 public var delay:float = 0.0;
 public var weaponSpeed:float = 0.0;
 private var bulletCount:int = 0;

 function OnTriggerEnter(col:Collider){
 if(col.gameObject.tag == "Player"){
     InvokeRepeating("Shoot", delay, weaponSpeed);
 }
 }
 function OnTriggerExit(col:Collider){
 if(col.gameObject.tag == "Player"){
     CancelInvoke("Shoot");
 }
 }
 function Shoot(){
 var shoot = Instantiate(ebullet, transform.position, transform.rotation);
 shoot.rigidbody.AddForce(-transform.right * projectileSpeed * 1000);
 }

So far I've tried a few things and nothing has worked the way I'd like. The closest I have come was adding the players position into AddForce but as you can imagine that did not work out.

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Answer by fredpointzero · Aug 25, 2011 at 08:09 AM

transform.rightwill shoot at the right direction of your shooter, and that's not what you want.

Try this:

 public var ebullet:Transform;
 public var projectileSpeed:float = 0.0;
 public var delay:float = 0.0;
 public var weaponSpeed:float = 0.0;
 private var bulletCount:int = 0;

 // Current player variable
 private var player:GameObject = null;

 function OnTriggerEnter(col:Collider)
 {
     if(col.gameObject.tag == "Player")
     {
         // Store current player
         // NB this assume that you have only one player because it will overwrite second player
         player = col.gameObject;
         InvokeRepeating("Shoot", delay, weaponSpeed);
     }
 }

 function OnTriggerExit(col:Collider)
 {
     if(col.gameObject.tag == "Player")
     {
         // Remove reference
         player = null;
         CancelInvoke("Shoot");
     }
 }

 function Shoot()
 {
     var shoot = Instantiate(ebullet, transform.position, transform.rotation);
     // Set projectile velocity
     shoot.rigidbody.velocity = (player.transform.position - transform.position).normalized * projectileSpeed;
 }

It store the current player and set the velocity towards the current's player position

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avatar image feneq · Aug 25, 2011 at 03:02 PM 0
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That worked like a charm sir! I do realize that transform.right is not what I wanted however it's all I had to work with at the time. Thank you :D.

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