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Question by Nourero · Jul 20, 2013 at 03:52 PM · gunreloadammo

Gun with ammo help

I need help with my gun script. I have been searching all over the internet but have not been able to find any help.

I have the gun working fairly good but when I try to make my bullets change then it does not work properly. My bullet count go down but when I press "r" for reloading then it does not fill up my bullets or lose a clip. if anyone could help I would be most grateful. If any other tips about my script I would also be very happy :)

 public Ray ray;
     public RaycastHit hit;
     public GameObject BulletMark;
     //public GameObject GunEffect;
     public float FireRate;
     public float GunRecoil = 10;
     int Bullets = 8;
     int AmmoLeft = 3;
     public GUIText Ammo;
     public GUIText AmmoClips;
     
     void Update () {
             if(Input.GetMouseButtonDown(0)&& Bullets>0){
                 //Start Shooting
                 InvokeRepeating("Shoot", 0.01f, 1/FireRate);
                 //GunEffect.active = true;
             
                  
 
         }
             if(Input.GetMouseButtonUp(0)){
                 //Stop Shooting
                 CancelInvoke("Shoot");
                 //GunEffect.active = false;
             
         }
     }
     
     
     void Shoot(){
         //Normal Raycast                    //Add a random value to mouse position(r
         ray = Camera.main.ScreenPointToRay(Input.mousePosition+Random.insideUnitSphere*GunRecoil);
         if(Physics.Raycast(ray, out hit, 1000)){
                 //Declear new GameObject variable
                 GameObject BulletHole;
                 //Create the shootmark prefab at the hit point
                 BulletHole = Instantiate (BulletMark, hit.point+(hit.normal*0.001f), transform.rotation) as GameObject;
                 //Rotate the created object at the face of the normal LookAt (hit.point+hit.normal)
                 BulletHole.transform.LookAt(hit.point+hit.normal);
                 BulletHole.transform.parent=hit.transform;
                 
                 hit.transform.gameObject.SendMessage("Hit", 5, SendMessageOptions.DontRequireReceiver);
         }
         
         Bullets = Bullets-1;
         Ammo.text = Bullets.ToString();
         if(Bullets==0){
             //CancelInvoke("Shoot");
         }else{
             if (Input.GetKeyDown("r")&& AmmoLeft>0){
                 Bullets = Bullets+8;
                 AmmoLeft = AmmoLeft-1;
                 InvokeRepeating("Shoot", 0.01f, 1/FireRate);
             }
         }
     }
     
     void OnTriggerEnter (Collider AmmoCrate){
         if(AmmoCrate.gameObject.name=="MoreBullets"){
             Destroy (AmmoCrate.gameObject);
             AmmoLeft = AmmoLeft + 2;
             AmmoClips.text = AmmoLeft.ToString();
         } 
     }
 }
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Answer by robertbu · Jul 20, 2013 at 04:57 PM

I'm not sure your desired behavior is here. You've put put your reload logic inside shoot, and you are using 'GetKeyDown()'. Combine the two and it means your reload logic will only work if the Shoot() is being called on exactly the same frame that the 'r' key goes down. These happening at the same time is unlikely. Also calling InvokeRepeating() here is strange. You could replace GetKeyDown() with GetKey(), but I think you want to move this logic into Update() so that the check for reload happens each frame regardless if the user is shooting or not.

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avatar image Nourero · Jul 20, 2013 at 11:45 PM 0
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Thank you very much. The script works great now :)

avatar image robertbu · Jul 21, 2013 at 04:21 AM 0
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