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Question by tylormallette · Jan 07, 2013 at 08:50 PM · fps

Ammo collection problem/re enabiling a script

plese help me i have been trying to figure this iut for a bit now and i have come up empty handed i am trying to do a simple ammo collection script that works by re enabiling a script

(this is the one that allows me to shoot tight now it is disabled by the second script)

**var myBulletPrefab : Rigidbody; var ShootForce : int = 100; var ShootClip : AudioClip; var gun : GameObject; static var ammo : int = 100; function Update () {

     if((Input.GetButtonDown("Fire1")) && ammo > 0 ) {    
         
         var Bullet : Rigidbody = Instantiate(myBulletPrefab, transform.position, transform.rotation);
         Bullet.velocity = transform.TransformDirection(Vector3 (0,0,ShootForce));    
         audio.PlayOneShot(ShootClip);
         gun.animation.Play ("shoot");
         gun.animation.PlayQueued ("idle");
         ammo--;
     
     }
 
 

}**

(this is the script thae diables the previous script)

**var script : BulletShooter;

         function Start() {
 
       script = GetComponent(BulletShooter); 
       script.enabled = false;

}**

but i have no idea how to re enable the script all of the scripts are on my gu

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avatar image AlucardJay · Jan 08, 2013 at 10:45 AM 0
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This is never going to work. Everytime you enable the script, it runs the Start function, which disables it again. You need to rethink your process. Ins$$anonymous$$d of diabling, use a boolean which you toggle between true/false. Then if the boolean is true, doo stuff. Otherwise it acts just like it is disabled.

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