• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by cristian · Jan 29, 2011 at 02:46 AM · machinegun

how do i fix my gun

heres my machine gun script

var range = 100.0; var fireRate = 0.05; var force = 10.0; var damage = 5.0; var bulletsPerClip = 40; var clips = 20; var reloadTime = 1.0; 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; }

and my rocket launcher script

var projectile : Rigidbody; var initialSpeed = 20.0; var reloadTime = 0.5; var ammoCount = 20; private var lastShot = -10.0;

function Fire () { // Did the time exceed the reload time? if (Time.time > reloadTime + lastShot && ammoCount > 0) { // create a new projectile, use the same position and rotation as the Launcher. var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);

// Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform. instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));

 // Ignore collisions between the missile and the character controller
 Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);

 lastShot = Time.time;
 ammoCount--;

}

}

and my rocket

// The reference to the explosion prefab var explosion : GameObject; var timeOut = 3.0;

// Kill the rocket after a while automatically function Start () { Invoke("Kill", timeOut); }

function OnCollisionEnter (collision : Collision) { // Instantiate explosion at the impact point and rotate the explosion // so that the y-axis faces along the surface normal var contact : ContactPoint = collision.contacts[0]; var rotation = Quaternion.FromToRotation(Vector3.up, contact.normal); Instantiate (explosion, contact.point, rotation);

// And kill our selves
Kill ();    

}

function Kill () { // Stop emitting particles in any children var emitter : ParticleEmitter= GetComponentInChildren(ParticleEmitter); if (emitter) emitter.emit = false;

// Detach children - We do this to detach the trail rendererer which should be set up to auto destruct transform.DetachChildren();

// Destroy the projectile Destroy(gameObject);

} heres the url of a a video (http://www.youtube.com/watch?v=6-_eYpu84rw)

Comment
Jessy

People who like this

-1 Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Jessy · Jan 29, 2011 at 03:44 AM 1
Share

This is ridiculous. Your formatting is nonexistent, and you're not even asking a question. You deserve no help if you can't even be bothered to try. Please DO actually try. You can edit as much as you like until it is no longer an outrageous atrocity, and then I'm sure you'll find the community to be quite supportive.

1 Reply

· Add your reply
  • Sort: 
avatar image

Answer by Mentalist4006 · Jul 04, 2011 at 11:26 PM

Ah! I see what you did. You put these scripts (which came from the FPS tutorial), and they didn't work for your gun. I did the exact same thing as you did, and I found out why it's like that.

Just look at the scripts. You'll realize there is no input, nothing to actually fire the guns. In the FPS tutorial they had a script for that(called "PlayerWeapons" or something). Put the script in a parent object of the two weapons, and it will work.

Comment

People who like this

0 Show 0 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

1 Person is following this question.

avatar image

Related Questions

FPS Tutorial part 2 - please help 1 Answer

Animation problems 0 Answers

i want to make an android app but can't set the bundle indetifier 0 Answers

Blender export to Unity Help...Not working! 0 Answers

Unity pro water problems. please help 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges