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Unity Ninja Unity 3D Forum » FREE Project Downloads & Recources » Scripts » Prefab Grenade Shooting

Prefab Grenade Shooting

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1 Prefab Grenade Shooting on Tue Feb 17, 2015 2:52 pm

VicTore UpZombieZ

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Member [Lv. 2]
Made this myself Smile

#pragma strict
var Grenade : Rigidbody;
var Speed = 20;

function Update () {
if (Input.GetKeyDown (KeyCode.G))
var clone = Instantiate(Grenade, transform.position, transform.rotation);
clone.velocity = transform.TransformDirection(Vector3(0, 0, Speed));

Destroy (clone.gameObject, 3);

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2 Re: Prefab Grenade Shooting on Tue Jul 07, 2015 4:36 pm


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Member [Lv. 2]
You sir deserve some respect

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3 Re: Prefab Grenade Shooting on Fri Sep 18, 2015 4:33 pm


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Member [Lv. 1]
Man Cool Script!

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4 Re: Prefab Grenade Shooting on Fri Sep 18, 2015 11:31 pm


Member [Lv. 3]
Member [Lv. 3]
instead of destroying the gameobjects you can also use it to deal damage in a radius. depending on how big the map is their are some really easy ways to do this.

add a sphere collider to the grenade make it a trigger, and you can do something like this

//for a trigger attatched to the prefab, it is more in depth but this is general understanding

if(col.tag == "Player")
col.GetComponenet<HealthScript>().health -= damage;

//you may also need to do a foreach loop or can just do a foreach loop, store an array of players when the game is started, or a List preferably because players can leave game etc Lists are dynamic and easier to work with in that sense.

you can do something like this


foreach(GameObject player in GameManager.GetComponenet<PlayerList>())
if(Vector3.Distance(transform.position,GameManager.GetComponenet<PlayerList>().transform.position) < explosiveDistance)

GameManager.GetComponenet<PlayerList>().GetComponent<HealthSCript>().health -= Damage;

hope this helps edit things =)

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