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Question by samaxi · Mar 27, 2013 at 07:43 PM · fpsshootingfpstutorial

Particles are off when I shoot

My particles are off when I shoot alt text

 var range = 100.0;
 var fireRate = 0.05;
 var force = 10.0;
 var damage = 5.0;
 var bulletsPerClip = 30;
 var clips = 20;
 var reloadTime = 0.5;
 private var hitParticles : ParticleEmitter;
 var muzzleFlash : Renderer;
 
 private var bulletsLeft : int = 0;
 private var nextFireTime = 0.0;
 private var m_LastFrameShot = -1;
 
 function Start () {
     hitParticles = GetComponentInChildren(ParticleEmitter);
     
     // We don't want to emit particles all the time, only when we hit something.
     if (hitParticles)
         hitParticles.emit = false;
     bulletsLeft = bulletsPerClip;
 }
 
 function LateUpdate() {
     if (muzzleFlash) {
         // We shot this frame, enable the muzzle flash
         if (m_LastFrameShot == Time.frameCount) {
             muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward);
             muzzleFlash.enabled = true;
 
             if (audio) {
                 if (!audio.isPlaying)
                     audio.Play();
                 audio.loop = true;
             }
         } else {
         // We didn't, disable the muzzle flash
             muzzleFlash.enabled = false;
             enabled = false;
             
             // Play sound
             if (audio)
             {
                 audio.loop = false;
             }
         }
     }
 }
 
 function Fire () {
     if (bulletsLeft == 0)
         return;
     
     // If there is more than one bullet between the last and this frame
     // Reset the nextFireTime
     if (Time.time - fireRate > nextFireTime)
         nextFireTime = Time.time - Time.deltaTime;
     
     // Keep firing until we used up the fire time
     while( nextFireTime < Time.time && bulletsLeft != 0) {
         FireOneShot();
         nextFireTime += fireRate;
     }
 }
 
 function FireOneShot () {
     var direction = transform.TransformDirection(Vector3.forward);
     var hit : RaycastHit;
     
     // Did we hit anything?
     if (Physics.Raycast (transform.position, direction, hit, range)) {
         // Apply a force to the rigidbody we hit
         if (hit.rigidbody)
             hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
         
         // Place the particle system for spawing out of place where we hit the surface!
         // And spawn a couple of particles
         if (hitParticles) {
             hitParticles.transform.position = hit.point;
             hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
             hitParticles.Emit();
         }
 
         // Send a damage message to the hit object            
         hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
     }
     
     bulletsLeft--;
 
     // Register that we shot this frame,
     // so that the LateUpdate function enabled the muzzleflash renderer for one frame
     m_LastFrameShot = Time.frameCount;
     enabled = true;
     
     // Reload gun in reload Time        
     if (bulletsLeft == 0)
         Reload();            
 }
 
 function Reload () {
 
     // Wait for reload time first - then add more bullets!
     yield WaitForSeconds(reloadTime);
 
     // We have a clip left reload
     if (clips > 0) {
         clips--;
         bulletsLeft = bulletsPerClip;
     }
 }
 
 function GetBulletsLeft () {
     return bulletsLeft;
 }

help.png (272.1 kB)
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avatar image Polinator · Mar 27, 2013 at 07:50 PM 0
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are those particles coming from your muzzle flash or it's supposed to be where you hit?

The muzzle flash particles should just be setup to emit from the tip of your gun, so I don't see how complicated that could be, just move the emitter there.

If it's supposed to go to where you shot you might need a raycast to determine where that cursor is going. Not much of an expert on it though, you might have to look raycasting up.

avatar image samaxi · Mar 27, 2013 at 08:06 PM 0
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The sparks in the picture is the effect of the bullet hitting the ground, I have a muzzle flash but I stop shooting when I took the pic so it didn't display

avatar image Polinator · Mar 27, 2013 at 09:05 PM 0
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Ok, so you need to raycast the position to where your bullet is supposed to be hitting. Then emit from there.

Or you can fire a bullet prefab and then when it collides with an object (the ground in this picture), you can destroy the bullet and instantiate your hitParticles.

avatar image samaxi · Mar 27, 2013 at 09:21 PM 0
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How would I do that?

avatar image Polinator · Mar 27, 2013 at 10:25 PM 0
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Instantiate

Add Force

OnCollisionEnter

Instantiate the bullet, add force to it so it goes in the trajectory you want, then OnCollisionEnter to trigger the function that instantiates the particles. Don't forget to destroy your prefabs after a certain amount of time to not clutter your game.

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Answer by $$anonymous$$ · Apr 01, 2013 at 09:03 AM

if your gun shoots at your mouse Position, then use

 var direction = Camera.main.ScreenPointToRay(Input.mousePosition);
 

instead of

 var direction = transform.TransformDirection(Vector3.forward);
 

this requirers your camera to be tagges as "main Camera"

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