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Question by Kury05 · Jun 20, 2014 at 01:02 PM · weaponreload

Weapon Reload Problem...

Hello. I have a problem. My code is working, weapon is shooting well, i haven't got any errors.But reloading isn't working.Sorry for my English, I'm from Czech republic. Here is my code:

 var Bullet : Transform;
 var Spawn : Transform;
 var shot : AudioClip;
 var fireRate : float = 1.0;
 private var nextFire : float = 0.0;
 private var t : Transform;
 var isReloading = false;
 var reloadTime = 0.5;
 var ammoCount = 20;
 var ammoInMagazine = 20;
 var clips = 5.0;
 var currentBullets = 20;//This is the amount RIGHT NOW that the gun has. (should be 0 by default.)
          
 function Start () {
     t = transform;
 } 
  
 function Update () {
     if (Input.GetButton("Fire1") && IsOkToShoot()) 
        Shoot(); 
  }
 function IsOkToShoot () : boolean {
     var itsOk : boolean = false;
     if (Time.time>nextFire) {
         nextFire = Time.time + fireRate;
         itsOk = true;
     }
     return itsOk;
 }
  
 function Shoot()
 {
   
 if (currentBullets > 0) //only shoot if you have ammo.
 
     var pel = Instantiate(Bullet, Spawn.position, Spawn.rotation);
     pel.rigidbody.AddForce(transform.forward * 20000);
     AudioSource.PlayClipAtPoint(shot, t.position);
 currentBullets--; //subtract one
 
 }
 
 if (currentBullets <= 0){
 
 Reload();
 
 }
 
 function Reload(){
     // Wait for reload time first - then add more bullets!
     yield WaitForSeconds(reloadTime);
  
     // We have a clip left reload
     if (clips > 0) {
         clips--;
         currentBullets = ammoInMagazine;
     }
 }

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avatar image Kury05 · Jun 20, 2014 at 12:13 PM 0
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Thank you for any response:)

avatar image meat5000 ♦ · Jun 20, 2014 at 01:43 PM 0
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-1 Answers Bug occured

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Answer by Landern · Jun 20, 2014 at 01:05 PM

If this is a copy and paste of your actual script, you have incomplete blocks of code (the curly braces). See below.

 var Bullet : Transform;
 var Spawn : Transform;
 var shot : AudioClip;
 var fireRate : float = 1.0;
 private var nextFire : float = 0.0;
 private var t : Transform;
 var isReloading = false;
 var reloadTime = 0.5;
 var ammoCount = 20;
 var ammoInMagazine = 20;
 var clips = 5.0;
 var currentBullets = 20;//This is the amount RIGHT NOW that the gun has. (should be 0 by default.)
  
 function Start () {
     t = transform;
 } 
  
 function Update () {
     if (Input.GetButton("Fire1") && IsOkToShoot()) 
        Shoot(); 
 }
 
 function IsOkToShoot () : boolean {
     var itsOk : boolean = false;
 
     if (Time.time>nextFire) {
         nextFire = Time.time + fireRate;
         itsOk = true;
     }
 
     return itsOk;
 }
  
 function Shoot() {
   //only shoot if you have ammo.
   if (currentBullets > 0) { // <-- Need curly or only one line of code is invoked.
     var pel = Instantiate(Bullet, Spawn.position, Spawn.rotation);
     pel.rigidbody.AddForce(transform.forward * 20000);
     AudioSource.PlayClipAtPoint(shot, t.position);
     currentBullets--; //subtract one
   }
  
 //} // <-- that would close the shoot function previously.
  
   if (currentBullets <= 0){
     Reload();
   }
 } 
 
 function Reload() {
     // Wait for reload time first - then add more bullets!
     yield WaitForSeconds(reloadTime);
  
     // We have a clip left reload
     if (clips > 0) {
         clips--;
         currentBullets = ammoInMagazine;
     }
 }
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avatar image Kury05 · Jun 20, 2014 at 01:28 PM 0
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It's working.Thank you very much:)

avatar image HarshadK · Jun 20, 2014 at 01:50 PM 1
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@$$anonymous$$ury05 if this helped you then you should select this as your answer by clicking the tick mark next to this answer by @Landern. It is the best way to say thank you to the answerer. :-)

avatar image Nerevar · Jun 20, 2014 at 02:53 PM 0
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Next time take care of your indent Style! make it easier for you and other programmers to read >< , it will save you and us time !

cheers

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