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Enemy AI problem

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Guys, I need help with enemy AI script that will follow Player, and will shoot Player, when locked on on him. I've got this enemy script: #pragma strict var target : Transform; //the enemy's target var moveSpeed = 14; //move speed var rotationSpeed = 3; //speed of turning var myTransform : Transform; //current transform data of this enemy function Awake() { myTransform = transform; //cache transform data for easy access/preformance } function Start() { target = GameObject.FindWithTag("Player").transform; //target the player } function FixedUpdate () { //rotate to look at the player myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime); //move towards the player transform.Translate(0, 0, moveSpeed * Time.deltaTime); } function OnCollisionEnter(collision : Collision) { if (collision.gameObject.tag == "Rocket") { Destroy(gameObject); } } My enemy is plane(as well as player), and I want to add script that will rotate enemy(script will look on my players Z axis and transform my enemies to similar number, so if my player rotates to the right side, enemy will do the same). Also I have a script for shooting rockets: using UnityEngine; using System.Collections; public class EnemyRocketSpawnSource : MonoBehaviour { public GameObject EnemyRocketPrefab; public static bool rocketShooted; void Update () { if(EnemyTargetDetector.TargetLocked) { Instantiate(EnemyRocketPrefab, transform.position, transform.rotation); StartCoroutine("RocketShooted"); } } IEnumerator RocketShooted() { print ("RocketShooted Function Called"); rocketShooted = true; yield return new WaitForSeconds(5); rocketShooted = false; } } My TargetDetector works perfectly, but when it comes to shooting rockets, enemy plane shoots tons of them into the air. And I want to shoot one each 10 seconds. How can I achieve this? Please help me.

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