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What is going on with this pickUp Script?
Ok I can't figure this out, My Pickup script for my "Shotgun shells" is kinda working, I think?? But it seems to ONLY add to my shotgun if I already have shells, if I'm OUT of shells then it does not add?? What the heck??
Here is my Pickup script:
enum PickupType { Health = 0, Rocket = 1, Ammo = 20, Shells = 2, Grenades = 20, AlienArtifact01, } var pickupType = PickupType.Health; var amount = 20; var sound : AudioClip;
private var used = false;
function ApplyPickup (player : FPSPlayer) { if (pickupType == PickupType.Health) { if (player.hitPoints >= player.maximumHitPoints) return false;
player.hitPoints += amount;
player.hitPoints = Mathf.Min(player.hitPoints, player.maximumHitPoints);
}
else if (pickupType == PickupType.Rocket) {
var launcher : RocketLauncher = player.GetComponentInChildren(RocketLauncher);
if (launcher)
launcher.ammoCount += amount;
}
else if (pickupType == PickupType.Ammo) {
var ammo : MachineGun = player.GetComponentInChildren(MachineGun);
if (ammo)
ammo.bulletsPerClip += amount;
}
else if (pickupType == PickupType.Shells) {
var Shells : Shotgun = player.GetComponentInChildren(Shotgun);
if (Shells)
Shells.bulletsPerClip += amount;
}
else if (pickupType == PickupType.Grenades) {
var Grenades : MissileLauncher = player.GetComponentInChildren(MissileLauncher);
if (Grenades)
Grenades.grenadesLeft += amount;
}
return true;
}
function OnTriggerEnter (col : Collider) { var player : FPSPlayer = col.GetComponent(FPSPlayer);
//* Make sure we are running into a player
//* prevent picking up the trigger twice, because destruction
// might be delayed until the animation has finnished
if (used || player == null)
return;
if (!ApplyPickup (player))
return;
used = true;
// Play sound
if (sound)
AudioSource.PlayClipAtPoint(sound, transform.position);
// If there is an animation attached.
// Play it.
if (animation && animation.clip) {
animation.Play();
Destroy(gameObject, animation.clip.length);
} else {
Destroy(gameObject);
}
}
// Auto setup the pickup function Reset () { if (collider == null)
gameObject.AddComponent(BoxCollider); collider.isTrigger = true; }
And here is my Shotgun Script:
var range = 70.0; var fireRate = 4.00; var force = 300.0; var damage = 10.0; var bulletsPerClip = 2; var clips = 10; var reloadTime = 1.0; private var hitParticles : ParticleEmitter; var muzzleFlash : Renderer;
private var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1;
function Start () { hitParticles = GetComponentInChildren(ParticleEmitter);
// We don't want to emit particles all the time, only when we hit something.
if (hitParticles)
hitParticles.emit = false;
bulletsLeft = bulletsPerClip;
}
function LateUpdate() { if (muzzleFlash) { // We shot this frame, enable the muzzle flash if (m_LastFrameShot == Time.frameCount) { muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward); muzzleFlash.enabled = true;
if (audio) {
if (!audio.isPlaying)
audio.Play();
audio.loop = true;
}
} else {
// We didn't, disable the muzzle flash
muzzleFlash.enabled = false;
enabled = false;
// Play sound
if (audio)
{
audio.loop = false;
}
}
}
}
function Fire () { if (bulletsLeft == 0) return;
// If there is more than one bullet between the last and this frame
// Reset the nextFireTime
if (Time.time - fireRate > nextFireTime)
nextFireTime = Time.time - Time.deltaTime;
// Keep firing until we used up the fire time
while( nextFireTime < Time.time && bulletsLeft != 0) {
FireOneShot();
nextFireTime += fireRate;
}
}
function FireOneShot () { var direction = transform.TransformDirection(Vector3.forward); var hit : RaycastHit;
// Did we hit anything?
if (Physics.Raycast (transform.position, direction, hit, range)) {
// Apply a force to the rigidbody we hit
if (hit.rigidbody)
hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
// Place the particle system for spawing out of place where we hit the surface!
// And spawn a couple of particles
if (hitParticles) {
hitParticles.transform.position = hit.point;
hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
hitParticles.Emit();
}
// Send a damage message to the hit object
hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
}
bulletsLeft--;
// Register that we shot this frame,
// so that the LateUpdate function enabled the muzzleflash renderer for one frame
m_LastFrameShot = Time.frameCount;
enabled = true;
// Reload gun in reload Time
if (bulletsLeft == 0)
Reload();
}
function Reload () {
// Wait for reload time first - then add more bullets!
yield WaitForSeconds(reloadTime);
// We have a clip left reload
if (clips > 0) {
clips--;
bulletsLeft = bulletsPerClip;
}
}
function GetBulletsLeft () { return bulletsLeft; }
Answer by Maarten · May 03, 2011 at 09:15 AM
Arn't you adding it to the wrong variable? Your adding it to the BulletsPerClip instead of BulletsLeft.
if (Shells)
Shells.bulletsPerClip += amount; //This line
I think you should change that to bulletsLeft, however you should make that var public beforehand.
Thanks $$anonymous$$aarten, Where in my script am I making the error? Cany you point out the exact line?
Ok I made that change but I'm not sure how to do last bit you mentioned about making the Var public, Which var in which script? The pickups stuff has always given me trouble understanding it.
Never $$anonymous$$d, I think you meant the one in my Shotgun Script, I changed that to just a var and my error went away. Not to go test it out :)
I know it's a completely different question but you do seem to be the one to ask ;) I've been trying to figure out a way to mod my shog gun to where it uses 2 bullets and then needs to reload, and on reload have it play somekind of reload animation as well as a better fire animation but I don't know how to go about doing that, I can do the animation part O$$anonymous$$ but just not sure how to work it into what I have done so far?
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