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3
Question by jimmyismike · Aug 21, 2011 at 09:25 PM · shootreload

Shoot script help

Hey can you help me. I have a shoot script that lets you reload. Can you tell me how to set it so you can't reload if you have full ammo.

My script

 var prefabBullet:Transform;
 var shootForce:float;
 var shots : int = 0;
 var maxShots : int = 0;
 var shootSound : AudioClip;
 function Update()
 {
     if(Input.GetMouseButtonUp(0) && shots < maxShots)
     {
         var instanceBullet = Instantiate(prefabBullet, transform.position, Quaternion.identity);
         instanceBullet.rigidbody.AddForce(transform.forward * shootForce);
         audio.PlayOneShot(shootSound);
         shots++;
     }
     else if (shots <= maxShots && Input.GetKeyDown(KeyCode.R))
     {
         shots = 0;
     }
 }
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avatar image TheDarkVoid · Aug 21, 2011 at 10:25 PM 0
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test if shots is equal to maxshots else reload

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Answer by YikYikHeiHei · Aug 22, 2011 at 12:20 AM

In else if (shots

You have to change the shots to shots != maxShots

And not to use else

And the shots have to shots = maxShots

Here the full script

 var prefabBullet:Transform;
 var shootForce:float;
 var shots : int = 0;
 var maxShots : int = 30;
 var shootSound : AudioClip;
 var reloadTime : float = 1.0; //<--if you want to wait a time to reload
 var reloading : boolean = false; //<--if you want to wait a time to reload


 function Update()
 {
     if(!reloading && Input.GetMouseButtonUp(0) && shots < maxShots)
     {
         var instanceBullet = Instantiate(prefabBullet, transform.position, Quaternion.identity);
         instanceBullet.rigidbody.AddForce(transform.forward * shootForce);
         audio.PlayOneShot(shootSound);
         shots--;
     }
 
     if (!reloading && shots != maxShots && Input.GetKeyDown(KeyCode.R))
     {
         Reload();
     }
 }

 function Reload()
 {
     reloading = true;
     yield WaitForSeconds (reloadTime);
     shots = maxShots;
     reloading = false;
 }
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avatar image jimmyismike · Aug 22, 2011 at 12:59 AM 0
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Thanks can you also tell me how to add a sound the reloading

avatar image YikYikHeiHei · Aug 22, 2011 at 02:10 AM 0
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Change to this

 var prefabBullet:Transform;
 var shootForce:float;
 var shots : int = 0;
 var maxShots : int = 30;
 var shootSound : AudioClip;
 var reloadTime : float = 1.0; //<--if you want to wait a time to reload
 var reloading : boolean = false; //<--if you want to wait a time to reload
 var reloadSound : AudioClip; //<--if you want to have a reload sound


 function Update()
 {
     if(!reloading && Input.Get$$anonymous$$ouseButtonUp(0) && shots < maxShots)
     {
         var instanceBullet = Instantiate(prefabBullet, transform.position, Quaternion.identity);
         instanceBullet.rigidbody.AddForce(transform.forward * shootForce);
         audio.PlayOneShot(shootSound);
         shots--;
     }

     if (!reloading && shots != maxShots && Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.R))
     {
        Reload();
     }
 }   

 function Reload()
 {
     audio.PlayOneShot(reloadSound); //<-- make reload sound!
     reloading = true;
     yield WaitForSeconds (reloadTime);
     shots = maxShots;
     reloading = false;
 }

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