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Question How do i make a script that will shoot gameobjects with a specific tag towards a player?

Discussion in '2D' started by Catnapped, May 5, 2023.

  1. Catnapped

    Catnapped

    Joined:
    Oct 16, 2022
    Posts:
    3
    I have been trying for a while but cannot find anything. My game is 2d so I want the enemy to be able to fire a projectile on the plane. So far I have this:

    Rigidbody2D clone;
    clone = Instantiate(original: projectile, position: transform.position, rotation: Quaternion.identity);
    projectilePrefab.tag = "killBlocks";
    clone.velocity = transform.TransformDirection(Vector3.forward * 5);
     
  2. Manjunku

    Manjunku

    Joined:
    Jun 13, 2021
    Posts:
    8
    Have you got an error or anything, what's your actual behavior ? I'm not really used to Unity so i don't want to tell wrong things.
    My guess is that you should use the GameObject type instead of Rigidbody2D on you first line.
    Here's the line i use to instanciate my bullet in my game :

    Instantiate(bulletPrefab, shootingPoint.position, rotation);

    The shooting point (red dot below) is to fire the bullet without colliding with the player, it's a player children :
    upload_2023-5-6_3-9-20.png

    The velocity of the bullet is calculated in the constructor of the bullet like this :

    Code (CSharp):
    1.  
    2. public class Bullet : MonoBehaviour
    3. {
    4.     public float speed;
    5.     private Rigidbody2D rb;
    6.     void Start()
    7.     {
    8.         rb = GetComponent<Rigidbody2D>();
    9.         rb.velocity = rb.transform.up * speed;
    10.     }
    11. }
    12.  
    You may have to tweak the direction of the vector
     
  3. Catnapped

    Catnapped

    Joined:
    Oct 16, 2022
    Posts:
    3
    i found something that might work, but I can't think of a way to set direction towards a player's location at the time of firing. would I use transform or something else?
    Here is the new code:
    GameObject effect = Instantiate(Projectile, transform.position, Quaternion.FromToRotation(Vector3.left, Projectile.transform.forward)) as GameObject;
    Rigidbody rb = effect.GetComponent<Rigidbody>();
    var vc = rb.velocity;
    vc.x = 0;
    vc.y = 0;
    GameObject playerObj = FindObjectOfType<PlayerController>().gameObject;
    var playerLocation= playerObj.transform.position;
    rb.velocity = effect.transform.FindObjectOfType < PlayerController > *40;
    Destroy(effect, 0.5f);
     
  4. Manjunku

    Manjunku

    Joined:
    Jun 13, 2021
    Posts:
    8
    You need to watch these :





     
    Chubzdoomer likes this.
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,748
    Agreed. And by "watch" in a meaningful way, try this simple two-step process:

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
    Manjunku likes this.