void fireTurret()
{
int targetPlayer = PickTarget();
if (targetPlayer != -1) {
GameObject character = GameObject.Find("Character" + targetPlayer);
// Fire from a random cannon each time
int index = Random.Range(0, cannons.Length);
GameObject cannon = cannons[index];
Vector3 fireDirection = character.transform.position - cannon.transform.position;
Vector3 force = fireDirection.normalized * forceMultiplier * typeForceMultiplier;
fireDirection.y = Random.Range(fireDirection.y - 5f, fireDirection.y + 5f);
Transform bullet = (Transform)Network.Instantiate(bulletPrefab, cannon.transform.position, cannon.transform.rotation, 200);
NetworkViewID bulletID = bullet.networkView.viewID;
// Play the turret animation on all of the clients
//networkView.RPC("turretAnimation", RPCMode.All, index);
NetworkViewID targetID = character.GetComponent<NetworkView>().viewID;
networkView.RPC("fireBullet", RPCMode.All, cannon.transform.position, cannon.transform.rotation, targetID, bulletID, fireDirection, force);
}
}