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Question by Awesomazz · Jun 11, 2015 at 12:04 PM · timercannon

i have tried to make a cannon, every thing works fine except the fuse, meaning it will fire but won't have the 2 second delay, what am i doing wrong

  #pragma strict
  
  var CannonBall : GameObject;
  var Fuse : float = 2.0;
  var CannonShot : AudioClip;
  
  function OnMouseDown()
  {
          {    if(Fuse > 0)
              Fuse -= Time.deltaTime;
      }
          {    if(Fuse <= 0);
 { 
 GetComponent.<AudioSource>().PlayOneShot(CannonShot)
 
 var instance : GameObject = Instantiate(CannonBall,Vector3(299.19,26.5,166.15),
 transform.rotation);
          }
      }
  }
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avatar image Awesomazz · Jun 11, 2015 at 12:49 PM 0
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Sorry, but i'm very new to this, how would i go about making it so i don't have to hold the mouse down on it for it to trigger, example, light fuse, walk away, 2 seconds later it goes off.

avatar image Elisvaldo · Jun 11, 2015 at 01:10 PM 0
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I've edited my response in accordance to your request!

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Answer by Elisvaldo · Jun 11, 2015 at 01:12 PM

Sorry, but i'm very new to this, how would i go about making it so i don't have to hold the mouse down on it for it to trigger, example, light fuse, walk away, 2 seconds later it goes off.

We all started somewhere :)

 #pragma strict
    
 var CannonBall : GameObject;
 var fuseTime : float = 2.0;
 var fuse : float;
 var cannonShot : AudioClip;
 var firing : boolean = false;   
 
 // When we start the game, we'd like to initialize the fuse to the defined fuseTime.
 // So if you want to change the fuseTime, you only need to change it in one place!   
 function Start(){
     fuse = fuseTime;
 }   
    
 function Update(){
     // If the mouse button is pressed, then we are saying that the cannon is currently firing.
     if(Input.GetMouseButtonDown(0)){
         firing = true;
     }
     
     // If the cannon is firing, then we want the fuse to start ticking down.
     if(firing){
         Fuse -= Time.deltaTime;
     }
     
     if(fuse <= 0){
         GetComponent.<AudioSource>().PlayOneShot(cannonShot)
         var instance : GameObject = Instantiate(CannonBall,Vector3(299.19,26.5,166.15), transform.rotation);
         // Let's reset the fuse!
         fuse = fuseTime;
         // Let's say the cannon is no longer firing. In other words, you need to press the button again to fire again
         firing = false;
     }
 }
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