My bullets wont slow down

When my bullet is fired from the turret all i can see if the flash of the bullet then it is gone. It hits the target perfectly.

i also try to add my own var called speed and that didnt do anything it just wont slow down. Here is my code.

var LookAtTarget:Transform;
var damp = 1.0f;
var bullitPrefab:Transform;
var savedTime;
private var range : float = 1000f;
private var nextFire : float = 0.1f;

function Update ()

{
if(LookAtTarget)
{

	var distance = Vector3.Distance(LookAtTarget.transform.position, transform.position);
    var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);
	
	if (distance <= range)
	{
    transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
    }
    
    
   
	
	var seconds : int = Time.time;
	var oddeven = (seconds & 9999); //shots per second
	
	
	if(oddeven)
	
	{
	 Shoot(seconds); //goes to shoot funcation
	}
}

}

function Shoot(seconds)
{

var distance = Vector3.Distance(LookAtTarget.transform.position, transform.position);
if (distance <= range)



if(seconds!=savedTime && Time.time > nextFire)
{	
	var bullit = Instantiate(bullitPrefab, transform.Find("Spawnpoint").transform.position ,Quaternion.identity);
    
	bullit.rigidbody.AddForce(transform.forward * 1000); //how fast bullet travels

	savedTime=seconds;
}

}

Aaaah, If Unity would get a penny every time someone using the Tornado Twins tutorial comes to ask a question, Unity pro would be free…

Well, there is no reason not to learn a “better” way:

var LookAtTarget:Transform; 
var _transform :Transform;
var damp = 1.0f; 
var bullitPrefab:Transform; 
private var rangeSqr : float = 10000f; //The range is squared
private var spawn:Transform;   //The spawn is cached
var wait:float;
var seconds:float;

function Start(){
    _transform = GetComponent(Transform); //Cache the transform of the turret
	spawn = _transform.Find("Spawnpoint").transform;
    if(!LookAtTarget)LookAtTarget = GameObject.Find("Player").GetComponent(Transform);        
}

function Update (){ 		
    if ((LookAtTarget.position - _transform.position).sqrMagnitude <= rangeSqr){ 
       var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);
        _transform.rotation = Quaternion.Slerp(_transform.rotation, rotate, Time.deltaTime * damp); 
       seconds += Time.deltaTime; 
       if(seconds > wait) { 
         Shoot(); //goes to shoot function 
         seconds = 0;
       }
    } 
}
function Shoot() { 
	var bullit = Instantiate(bullitPrefab, spawn.position ,Quaternion.identity);	
	bullit.rigidbody.AddForce(_transform.forward * 1000); 
}

First it looks shorter. Also, the Find function is now done only once. Avoid a Find function in the Update when you can. Here you could. My shoot function has two lines only.
The whole timer system is way simple now. No more modulus calculation (yes your & should be a % in (seconds & 9999)<- this is bitwise manipulation) and parameters being passed.

Also, avoid Distance function when you can. Distance uses sqr root which is to be left on the side. Use the squared magnitude instead which is way cheaper on resources.

Let us know if I made any mistakes there…