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Question by jordanblythe104 · Jan 23, 2013 at 08:15 AM · gunreload

Make player unable to shoot when reloading

I am trying to make it so that when you are reloading you can't shoot. I could set current ammo to 0 before currentAmmo is set to maxAmmo but I want to play a different animation when there is still a bullet left in the chamber. Any help?

 var bullet : GameObject;
 var weapon : GameObject;
 var currentAmmo = 30;
 var maxAmmo = 30;
 var canFire : boolean = false;
 var fireSound : GameObject;
 var reloadSound : GameObject;
 var tacReloadSound : GameObject;
 var reloadTime : float = 1.4;
 
 
 
 
 
 
 function Update ()
 {    
    if (currentAmmo > 0)
        canFire = true;
    if (currentAmmo <= 0)
        canFire = false;
    if (currentAmmo > maxAmmo)
        currentAmmo = maxAmmo;
       
    if (Input.GetButtonDown("Fire") && canFire == true)
        IsFiring ();
        
           
         
        
    if (Input.GetButtonDown("Reload") && currentAmmo < maxAmmo)
        Reload ();
        canFire = false;
    
 
 }
 
 function IsFiring ()
 {
    
    if (currentAmmo > 0 && canFire == true)
        currentAmmo --;
        Instantiate(bullet, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
        weapon.animation.Play("Fire");
        Instantiate(fireSound, bulletSpawn.transform.position, bulletSpawn.transform.rotation); 
                        
    if (currentAmmo == 0)
        {
            canFire = false;
            Reload ();
        }
 
          
 }
 
 function Reload ()
 {
   
   if (currentAmmo == 0)
       animation.Play("TacReload");
       Instantiate(reloadSound, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
       canFire = false;
        
   if (currentAmmo > 0)
       animation.Play("Reload");
       Instantiate(tacReloadSound, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
       canFire = false;
       
       
   yield WaitForSeconds(reloadTime);
   canFire = false;
   currentAmmo = maxAmmo;
 }
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Answer by jordanblythe104 · Jan 23, 2013 at 11:50 AM

Fixed it! I set the current ammo within each if statement to equal 0 until the reloadTime had counted down. Then current ammo was set to equal maxAmmo

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Answer by cdrandin · Jan 23, 2013 at 08:48 AM

In the if statement you could just add "&& !isReloading" where isReloading is true when reload is called and set back to false when player does shoot.

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avatar image jordanblythe104 · Jan 23, 2013 at 10:17 AM 0
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I've tried that. What I want is for the player not to be able to shoot while the reload animations are playing. I just can't seam to figure it out

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Answer by farspacer · Jul 28, 2014 at 02:59 PM

That's how I did this:

         public float ammo; //chars ammo
         public float clip; //chars clips
         public bool reload = false; //by default we're not reloading
 
         void Update ()
     {
     //shoot if there is ammo
         if  (ammo > 0) 
         {
             Shoot ();
         }
     //reload if there is no ammo or "R" button is pressed
         if (ammo == 0 | Input.GetKeyDown(KeyCode.R))
         {
             StartCoroutine (Reload ());
         }
     }
         void Shoot () //inable shooting
             { 
                 if (Input.GetKey(KeyCode.Mouse0) && Time.time > nextFire && reload == false)
                 //shooting code here
             }
         IEnumerator Reload () //reload the weapon
             {
                 reload = true;
                 yield return new WaitForSeconds(2);
                 if (clip > 0)
                 {
                     ammo = 35;
                     clip--;
                 }
                 reload = false;
             }
 

Now when my character's reloading he can't shoot.

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