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This component goes on a turret. We recommend creating an empty object, attaching this component, then parenting a 3D model of a turretto it. This essentially is an object spawner with special effects. Though it’s designed to be used with the Bullet component (under ’Combat’) it could be used with other things as well (like homing missiles, or basket balls)
GameObject
muzzleTransformAn object representing the exit point of the projectiles. Z direction is forward
float
delayHow often does a bullet leave the muzzle?
Default value: 0.25f
bool
requireTargetIf false, we’ll just fire even if we don’t have a target
Default value: true
GameObject
projectileWhat are we shooting out?
float
flashDurationHow long should that object be alive?
Default value: 0.0125f
string
mecanimFireTriggerA trigger to be played on any attached Animator, if any, when the turret fires.
Default value: ""
GameObject
muzzleFlashShould we spawn an object each time we fire?
AudioClip
fireSoundSound to play when firing
AudioClip
targetAcquiredSound to play on target acquisition
AudioClip
targetLostSound to play when target leaves range
Clears the turret action’s target, causing it to stop firing. It will still cease firing if it’s not requiring targets.
Causes the turret to begin firing in a loop, even when it’s set not to require targets.
Fires this turret immediately.
GameObject
muzzleTransformAn object representing the exit point of the projectiles. Z direction is forward
float
delayHow often does a bullet leave the muzzle?
Default value: 0.25f
bool
requireTargetIf false, we’ll just fire even if we don’t have a target
Default value: true
GameObject
projectileWhat are we shooting out?
float
flashDurationHow long should that object be alive?
Default value: 0.0125f
string
mecanimFireTriggerA trigger to be played on any attached Animator, if any, when the turret fires.
Default value: ""
GameObject
muzzleFlashShould we spawn an object each time we fire?
AudioClip
fireSoundSound to play when firing
AudioClip
targetAcquiredSound to play on target acquisition
AudioClip
targetLostSound to play when target leaves range
Clears the turret action’s target, causing it to stop firing. It will still cease firing if it’s not requiring targets.
Causes the turret to begin firing in a loop, even when it’s set not to require targets.
Fires this turret immediately.
Next: Utility Module, Previous: Targeting Sensor, Up: AI [Contents][Index]