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Question by CrilleStyles · Aug 18, 2014 at 11:13 AM · fpsgunsnipershotgun

How to make my gun semi-auto?

I want to know how to make my gun semi auto instead of full automatic? I've tried to use a boolean to turn of the inovake but it did not work. I try to make a shotgun/sniper/rifle and wonder if anyone knows how to make it? Here's the script:

 #pragma strict
 var reloadSound: AudioClip;
 var fireSound: AudioClip;
 var NoAmmoSound : AudioClip;
  
 var bullet : GameObject;
 var scope: GameObject;
 var laser: GameObject;
 var silencer: GameObject;
 
 private var hasScope: boolean;
 private var hasLaser: boolean;
 private var hasSilencer: boolean;
 
  
 var bulletsPerSecond = 14.0;
 private var shooting = false;
 var bulletForce = 1000.0;
 var bulletsInMag = 30;
 var magsLeft = 10;
 var LoadAmmount = 30;
 private var reloading = false;
 var reloadCount = 0;
  
 var otherObj : GameObject;
 var MainCamera : Transform;
 
 var style : GUIStyle;
  
 function Start() {
   hasScope = Random.value < 0.35; // scope chance: 20%
   hasLaser = Random.value < 0.25; // laser chance: 35%
   hasSilencer = Random.value < 0.15; // silencer chance: 25%
   scope.SetActiveRecursively(hasScope);
   laser.SetActiveRecursively(hasScope);
   silencer.SetActiveRecursively(hasScope);
 }
 {
    InvokeRepeating("Shoot", 0.0, 1.0 / bulletsPerSecond);
 }
 function Shoot() {
   if (!shooting) return;
     var go = Instantiate(bullet, transform.position, transform.rotation);
     go.rigidbody.AddRelativeForce(Vector3.up * bulletForce);
     audio.PlayOneShot(fireSound);
     bulletsInMag--;
  }
 function Update(){
     shooting = false;
     Debug.Log(bulletsInMag);
     if(Input.GetAxis("Fire1") && bulletsInMag > 0 && magsLeft > -1 && !reloading){
         shooting = true;
         }else if(bulletsInMag <= 0 && magsLeft <= 0 && Input.GetMouseButton(0)){
         audio.PlayOneShot(NoAmmoSound);
     }else if(bulletsInMag <= 0 && magsLeft > 0){
     shooting = false;
     Reload();
     }
 }
 function Reload(){
     reloading = true;
     otherObj.GetComponent(Animations).enabled = false;
     otherObj.animation.CrossFade ("Reload");
     audio.PlayOneShot(reloadSound);
     bulletsInMag = LoadAmmount;
     magsLeft -= 1;
     yield WaitForSeconds(2);
     reloading = false;
     otherObj.GetComponent(Animations).enabled = true;
 }
 
 function OnGUI(){
 GUI.Box  (Rect (Screen.width - 300,Screen.height-35,200,80), bulletsInMag.ToString(), style);
 GUI.Label (Rect (Screen.width - 200,Screen.height-35,200,80), magsLeft.ToString(), style);
 }
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avatar image arain55 · Aug 18, 2014 at 11:26 AM 0
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I ment 2 ways and the second way is to make fire rate varieble and the decrease when you press a button that enable semi auto

avatar image CrilleStyles · Aug 18, 2014 at 11:30 AM 0
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I'll use it thank you!

avatar image arain55 · Aug 18, 2014 at 11:33 AM 1
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Your welcome tell me if it works if not ill get something else

avatar image arain55 · Aug 18, 2014 at 11:59 AM 0
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Did it work ??

avatar image Kaz_Yamof · Aug 18, 2014 at 12:38 PM 0
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You could use Coroutines to do this.

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Answer by arain55 · Aug 18, 2014 at 11:24 AM

Just a suggestion

you can do this to ways one way you can make a new if statement saying that if you press not hold the left mouse button you shoot which would mean that you have to press it once to shoot eg..

 If(Input.GetKey(KeyCode.C)) // this is the key that enables semi auto
 {
      If(Input.GetButtonDown("fire1")){     //the buttondown part is important
          
        //then put you shoot paragraph here
  
      }
 
 }
 
 I may have some mistakes since I wrote it on my phone

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