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Question by leonalchemist · Jan 31, 2013 at 08:40 PM · fpsgunammo

skip guns with no ammo left

similar to Quake 3 if i remember, when u scroll to change weapon and if that weapon has no ammo left, u automatically go to the next weapon with ammo available, my way doesn't fully work so how do i go about this; example of my setup is like this:

     if (Input.GetAxis("Mouse ScrollWheel") < 0)
     {
         if(GunNumber == 4 && GunArray[0].GetComponent(GunScriptNetwork).ExtraAmmo > 0 &&
         GunArray[0].GetComponent(GunScriptNetwork).AmmoInCurrentClip > 0)
         {
             GunArray[GunNumber].GetComponent(GunScriptNetwork).enabled = false;
             GunArray[0].GetComponent(GunScriptNetwork).enabled = true;

             GunArray[GunNumber].GetComponentInChildren(MeshRenderer).enabled = false;
             GunArray[0].GetComponentInChildren(MeshRenderer).enabled = true;
             GunNumber = 0;
         }

as u can see im disabling just the mesh and a script to change guns, i cant disable the entire object otherwise i cant pick up ammo and such; in this case all the script is doing is when the array reaches the 5th and last gun as i scroll down, it changes to the 1st one. need help plz

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Answer by weenchehawk · Feb 02, 2013 at 01:11 AM

I'm not sure what you're doing with everything there, but I'd try something like

 // imagine you have a class variable called CurrentGun
 
 void Update()
 {
     int LastGunUsed = CurrentGun;
 
     if (Input.GetAxis("Mouse ScrollWheel") < 0)
     {
         bool FoundLoadedGun = false;
 
         while (!FoundLoadedGun)
         {
             // Select the next gun in the array to examine
             int SelectedGun = CurrentGun+1;
             
             // If it's the last gun in the array, loop back to the starting one
             if (SelectedGun = GunArray.Length)
                 SelectedGun = 0;
 
             // If the selected gun has ammo, set FoundLoadedGun = true and update CurrentGun 
             if (GunArray[SelectedGun].GetComponent(GunScriptNetwork).AmmoInCurrentClip > 0)
             {
                 FoundLoadedGun = true;
                 CurrentGun = SelectedGun;
             }
 
             // If we've run througfh the cycle so that we landed back on our CurrentGun again, we have no guns with ammo
             // you possibly want to default to knife/chainsaw/golf club/fists here/bad language (weapon 0??)
             if (SelectedGun == CurrentGun )
             {
                 FoundLoadedGun = true;
                 CurrentGun = 0;
             }
 
             // try the next gun
             SelectedGun++;
         }
     }
 
     GunArray[LastGunUsed].GetComponent(GunScriptNetwork).enabled = false;
     GunArray[LastGunUsed].GetComponentInChildren(MeshRenderer).enabled = false;
 
     GunArray[CurrentGun].GetComponent(GunScriptNetwork).enabled = true;
     GunArray[CurrentGun].GetComponentInChildren(MeshRenderer).enabled = true;
 }
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avatar image leonalchemist · Oct 16, 2013 at 04:08 AM 0
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Loooooong overdue reply but after quite a lot of tweaking and fixing using your help; script now seem to work rly well; thx :)

avatar image weenchehawk · Aug 01, 2014 at 08:29 PM 0
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just noticed this reply now - no worries, glad it worked out.

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