Quantcast
Channel: Questions in topic: "gun"
Viewing all articles
Browse latest Browse all 592

having trouble with ammo reload script. destorys extra ammo

$
0
0
Hello Everyone, I have a basic script that allows me to reload a gun when it hits 0. The only problem is that when I reload the gun while it has some rounds left inside, the current amount in the gun gets destroyed and a brand new 6 bullets are put it. How can I make it that it only reloads up to 6 ammo without destroying the ones already in the gun? I know there are other things in the script I need to fix as well, but this is the one error I cant seem to figure out. (the rest I'm sure I can figure out) Any help would be greatly appreciated. Thank you! here is the script var bulletType: Rigidbody; var bulletSpeed = 10; private var handgunROF = 0.5; var gunIsHeld : boolean = false; var playerAmmoCount:ammoCount; private var handgunFire :boolean = true; function Update () { FireHandgun(); ReloadHandgun(); } function FireHandgun() { if (!gunIsHeld) { return; } if (playerAmmoCount.roundsInRevolver > 0) { if (Input.GetButtonDown("Fire1")&& (handgunFire)) { handgunFire=false; clone = Instantiate(bulletType, transform.position, transform.rotation); clone.velocity = transform.TransformDirection(Vector3(0,0, bulletSpeed)); Destroy (clone.gameObject, 0.2); audio.Play(); particleSystem.Play(); playerAmmoCount.roundsInRevolver -=1; //subtracts 1 round from clip yield WaitForSeconds(handgunROF); handgunFire=true; } } } function ReloadHandgun() { if (Input.GetKeyDown("r")) { yield WaitForSeconds(playerAmmoCount.reloadtime); playerAmmoCount.roundsInRevolver +=6; if (playerAmmoCount.roundsRevolverAmmo <6) { playerAmmoCount.roundsInRevolver = playerAmmoCount.roundsRevolverAmmo; playerAmmoCount.roundsRevolverAmmo -= playerAmmoCount.roundsRevolverAmmo; } else { playerAmmoCount.roundsRevolverAmmo -=6; } } }

Viewing all articles
Browse latest Browse all 592

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>