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Question by Blink · Jul 14, 2012 at 09:52 AM · animationreloadingmuzzleflash

Muzzle flash stop when reloading?

Hi all, I have wrote this script that spawns a simple particle effect of a muzzle flash at the end of my gun when the LMB is clicked, I have other scripts on my gun that control shooting raycasts and reloading ect, but I'm having a problem with how I would stop the muzzle flash for being able to be spawned when the gun is reloading, I have done so with my raycasts and animations but I don't know how I would do it for this, can anyone help me out please?

 var muzzleFlash : GameObject;

var spawnPoint : Transform;

function Update () {

if(Input.GetButtonDown("Fire1")){ Instantiate(muzzleFlash, spawnPoint.position, spawnPoint.rotation); } }

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Answer by FLASHDENMARK · Jul 16, 2012 at 03:56 PM

As I said. You should add a reload variable to keep track of if you are reloading or not. Here is something to help you along the way:

 var muzzleFlash : GameObject; 
         var spawnPoint : Transform; 
         var amountOfShots = 8; 
         var reloadTime = 1.5;
     
         private var reloading = false;
         
     function Update (){
         if(Input.GetButtonDown("Fire1") && !reloading){ //Check for input and that we aren't reloading
     
         //Exclamation mark pretty much means "is false"
              Shoot(); 
             }
         }
         
         if(Input.GetKeyDown("r")){ 
             Reload(); 
     }
         
     function Reload (){
         reloading = true; //Set reloading to true because... We are reloading
         
         yield WaitForSeconds(reloadTime); 
     
         amountOfShots = 8; 
         reloading = false; //Set reloading to false because we are done reloading
     }
         
      function Shoot (){
             //All of this below will now only execute when we are not reloading
         if(amountOfShots > 0){ //If we have ammunition left
             amountOfShots--;
         
             Instantiate(muzzleFlash, spawnPoint.position, spawnPoint.rotation);
         }
     }

Not tested, but might work and you should be able to get an idea of what to do.

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Answer by programmrzinc · Jul 14, 2012 at 09:49 PM

 var muzzleFlash : GameObject;
 var spawnPoint : Transform;
 
 function Update () {
 
 if(Input.GetButtonDown("Fire1")){
 Instantiate(muzzleFlash, spawnPoint.position, spawnPoint.rotation);
  } 
 if(Input.GetButtonUp("Fire1")){
 Destroy(muzzleFlash);
  }
 }

this is so when the key comes up, the gameobject will destroy

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avatar image Blink · Jul 15, 2012 at 09:38 AM 0
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my particle effect already does this, what I meant was when my gun runs out of ammo (8) it cant be spawned even if the L$$anonymous$$B has been clicked and then be able to spawn again once I have reloaded.

avatar image FLASHDENMARK · Jul 15, 2012 at 09:41 AM 0
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Just add a reloading variable. When reloading set it to true and make it so that you can only spawn your muzzle flash when reloading is false.

avatar image Blink · Jul 16, 2012 at 03:34 PM 0
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I have altered it to this but it doesn't work and I don't know what to do, can you help me out? sorry for the bad formatting.

var muzzleFlash : GameObject; var spawnPoint : Transform; var amountOfShots = 8; var reloadTime = 1.5;

function Update () {

if(Input.GetButtonDown("Fire1")){ Instantiate(muzzleFlash, spawnPoint.position, spawnPoint.rotation); Shoot(); } }

if(Input.Get$$anonymous$$eyDown("r")){ Reload(); }

function Reload () {

yield WaitForSeconds(reloadTime); amountOfShots = 8; }

function Shoot (){

     if(amountOfShots > 0){
     amountOfShots--;

} }

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Answer by Blink · Jul 17, 2012 at 03:52 PM

I've figured it out now, I have posted the script below thanks for the help and directions!!

 var muzzleFlash : GameObject;

var spawnPoint : Transform;

var fullClip : int = 8;

var bulletsLeft : int = 8;

function Update () {

if(Input.GetButtonDown("Fire1")){

if(bulletsLeft > 0 ){

bulletsLeft -- ;

Instantiate(muzzleFlash, spawnPoint.position, spawnPoint.rotation);

}

}

if(Input.GetButtonDown("r")){

bulletsLeft = fullClip ;

}

}

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