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Question by Kury05 · Jun 22, 2014 at 01:05 PM · shootingaimrecoil

Aiming-recoil animation problem

Hello:) I have got a problem with my script.I've got 2 animations, one is for normal shooting and second is for aim shooting.But no one is working :( Here is my script:

 var Bullet : Transform;
 var Spawn : Transform;
 var shot : AudioClip;
 var fireRate : float = 1.0;
 private var nextFire : float = 0.0;
 private var t : Transform;
 var isReloading = false;
 var reloadTime = 1.5;
 var ammoCount = 20;
 var ammoInMagazine = 20;
 var clips = 5.0;
 var currentBullets = 20;
 var reload : AudioClip; 
 var aiming = false;  
    
     
       
 function Start () {
     t = transform;
 
 } 
  
 function Update () {
     if (Input.GetButton("Fire1") && IsOkToShoot()) {
        Shoot(); 
        
       
        
        if(Input.GetButton("Fire3") && aiming == false){
        aiming = true;
        animation.Play("shooting");
 }
 
 if(Input.GetButton("Fire3") && aiming == true) {
 aiming = false;
 animation.Play("hip");
 }
 
 
 
 }
 }
  
 function IsOkToShoot () : boolean {
     var itsOk : boolean = false;
  
     if (Time.time>nextFire) {
         nextFire = Time.time + fireRate;
         itsOk = true;
     }
  
     return itsOk;
 }
  
 function Shoot() {
   //only shoot if you have ammo.
   if (currentBullets > 0) { // <-- Need curly or only one line of code is invoked.
     var pel = Instantiate(Bullet, Spawn.position, Spawn.rotation);
     pel.rigidbody.AddForce(transform.forward * 20000);
     AudioSource.PlayClipAtPoint(shot, t.position);
     currentBullets--; //subtract one
   }
  
 
  
   if (currentBullets <= 0){
   audio.Play();
    Reload();
   }
 } 
  
 function Reload() {
     
     // Wait for reload time first - then add more bullets!
     yield WaitForSeconds(reloadTime);
     
     
     if (clips > 0) {
         clips--;
         
         currentBullets = ammoInMagazine;
     }
 } 

*Sorry for my bad English.I'm from Czech republic.Thank you for any response :)

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