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Question by ovidicus · Jan 19, 2012 at 07:19 AM · rotationcharacter

need help with character rotating when hit

Hello there names ovidicus I am currently doing a project for my computer class at school and decided to use unity

I have been doing pretty well: learning script, modeling, animation, textures, etc. Been watching alot of tutorials to

Well i know this tutorial is old but, i am stuck on it It is tutorial # 15 with the TornadoTwins (they are very helpful :))

Ok well i typed in all the code of making my Turret shoot and hit me which is the Turretcontrol and Movearound script

I don't know if i did something wrong but, i get no errors

Move around script: (sorry if it looks bad :( i didnt format i think) And everything i coded was exactly based off their scripts. I have spent about an hour and a half looking back and forth at the video and each script was their exact script

  // Moving around
 
 var speed = 3.0;
 
 var rotateSpeed = 3.0;
 
 // Shooting
 
 var bullitPrefab:Transform;
 
 private var dead = false;
 
 // Getting hit
 
 var tumbleSpeed = 800;
 
 var decreaseTime = 0.01;
 
 var decayTime = 0.01;
 
 static var gotHit = false;
 
 private var backup = [tumbleSpeed, decreaseTime, decayTime];
 
 function LateUpdate()
 
 {
 
 if (gotHit)
 
 {
 
 if(tumbleSpeed < 1)
 
 {
 
 //we're not hit anymore get up and win son
 
 tumbleSpeed = backup[0];
 
 decreaseTime = backup[1];
 
 decayTime = backup[2];
 
 gotHit = false;
 
 }
 
 else
 
 {
 
 //just go hit
 
 transform.Rotate(0, tumbleSpeed * Time.deltaTime, 0, Space.World);
 
 tumbleSpped = tumbleSpeed-decreaseTime;
 
 decreaseTime += decayTime;
 
 }
 
 }
 
 }
 
 function OnControllerColliderHit(hit : ControllerColliderHit)
 
 {
 
 if(hit.gameObject.tag == "fallout")
 
 {
 
 dead = true;
 
 //substract life here
 
 healthcontrol.LIVES -= 1;
 
 }
 
 if(hit.gameObject.tag == "enemy")
 
 {
 
 gotHit = true;
 
 }
 
 }
 
 function Update()
 
 {
 
 var controller : CharacterController = GetComponent( CharacterController );
 
 // Rotate around y - axis
 
 transform.Rotate( 0, Input.GetAxis( "Horizontal" ) * rotateSpeed, 0);
 
 // Move Forward/ backward
 
 var forward = transform.TransformDirection( Vector3.forward);
 
 var curSpeed = speed * Input.GetAxis("Vertical");
 
 controller.SimpleMove( forward * curSpeed );
 
 if(Input.GetButtonDown("Fire1"))
 
 {
 
 var bullit = Instantiate(bullitPrefab,
 
 GameObject.Find("spawnpoint").transform.position,
 
 Quaternion .identity);
 
 bullit.rigidbody.AddForce(transform.forward * 2000);
 
 }
 
 }
 
 @script RequireComponent( CharacterController );



And the turret control script:

 var LookAtTarget:Transform;
 
 var damp = 6.0;
 
 var bullitPrefab: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);
 
 }
 
 }
 
 }
 
 function Shoot(seconds)
 
 {
 
 if(seconds!=savedTime)
 
 {
 
 var bullit = Instantiate(bullitPrefab ,transform.Find("spawnpoint2").transform.position ,
 
 Quaternion.identity);
 
 bullit.gameObject.tag = "enemy";
 
 bullit.rigidbody.AddForce(transform.forward * 1500);
 
 savedTime=seconds;
 
 }
 
 }


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