Ammo HUD

i want to alter the fps tutorials scripts so that it displays the ammo for, all the weapons, (SubmachineGun, MachineGun, Grenades) But in text like machine gun is done. The only thing is, the scripts are in 2 parts so i dont know how to do this. Also, The way the ammo works right now is it displays the ammo in the clip. I want to also display the Clips left, So can anyone tell me what to change?

MachineGun.js

var range = 100.0; 
var fireRate = 0.05; 
var force = 10.0; 
var damage = 5.0; 
var bulletsPerClip = 40; 
var clips = 20; 
var reloadTime = 0.5; 
var inaccuracy = 0.0; 
private var hitParticles : ParticleEmitter; 
var muzzleFlash : Renderer; 

public 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 = Vector3.Slerp (transform.TransformDirection(Vector3.forward), Random.onUnitSphere, inaccuracy);
    	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; 
}


[b]FPSPlayer.js[/b]

FPSPlayer.js

var maximumHitPoints = 100.0;
var hitPoints = 100.0;

var bulletGUI : GUIText;
var rocketGUI : DrawRockets;
var healthGUI : GUITexture;

var walkSounds : AudioClip[];
var painLittle : AudioClip;
var painBig : AudioClip;
var die : AudioClip;
var audioStepLength = 0.3;

private var machineGun : MachineGun;
private var rocketLauncher : RocketLauncher;
private var healthGUIWidth = 0.0;
private var gotHitTimer = -1.0;

var rocketTextures : Texture[];

function Awake () {
	machineGun = GetComponentInChildren(MachineGun);
	rocketLauncher = GetComponentInChildren(RocketLauncher);
	
	PlayStepSounds();

	healthGUIWidth = healthGUI.pixelInset.width;
}

function ApplyDamage (damage : float) {
	if (hitPoints < 0.0)
		return;

	// Apply damage
	hitPoints -= damage;

	// Play pain sound when getting hit - but don't play so often
	if (Time.time > gotHitTimer  painBig  painLittle) {
		// Play a big pain sound
		if (hitPoints < maximumHitPoints * 0.2 || damage > 20) {
			audio.PlayOneShot(painBig, 1.0 / audio.volume);
			gotHitTimer = Time.time + Random.Range(painBig.length * 2, painBig.length * 3);
		} else {
			// Play a small pain sound
			audio.PlayOneShot(painLittle, 1.0 / audio.volume);
			gotHitTimer = Time.time + Random.Range(painLittle.length * 2, painLittle.length * 3);
		}
	}

	// Are we dead?
	if (hitPoints < 0.0)
		Die();
}


function Die () {
	if (die)
		AudioSource.PlayClipAtPoint(die, transform.position);
	
	// Disable all script behaviours (Essentially deactivating player control)
	var coms : Component[] = GetComponentsInChildren(MonoBehaviour);
	for (var b in coms) {
		var p : MonoBehaviour = b as MonoBehaviour;
		if (p)
			p.enabled = false;
	}

	LevelLoadFade.FadeAndLoadLevel(Application.loadedLevel, Color.white, 2.0);
}

function LateUpdate () {
	// Update gui every frame
	// We do this in late update to make sure machine guns etc. were already executed
	UpdateGUI();
}

function PlayStepSounds () {
	var controller : CharacterController = GetComponent(CharacterController);

	while (true) {
		if (controller.isGrounded  controller.velocity.magnitude > 0.3) {
			audio.clip = walkSounds[Random.Range(0, walkSounds.length)];
			audio.Play();
			yield WaitForSeconds(audioStepLength);
		} else {
			yield;
		}
	}
}


function UpdateGUI () {
	// Update health gui
	// The health gui is rendered using a overlay texture which is scaled down based on health
	// - Calculate fraction of how much health we have left (0...1)
	var healthFraction = Mathf.Clamp01(hitPoints / maximumHitPoints);

	// - Adjust maximum pixel inset based on it
	healthGUI.pixelInset.xMax = healthGUI.pixelInset.xMin + healthGUIWidth * healthFraction;

	// Update machine gun gui
	// Machine gun gui is simply drawn with a bullet counter text
	if (machineGun) {
		bulletGUI.text = machineGun.GetBulletsLeft().ToString();
	}
	
	// Update rocket gui
	// This is changed from the tutorial PDF. You need to assign the 20 Rocket textures found in the GUI/Rockets folder
	// to the RocketTextures property.
	if (rocketLauncher)	{
		rocketGUI.UpdateRockets(rocketLauncher.ammoCount);
		/*if (rocketTextures.Length == 0) {
			Debug.LogError ("The tutorial was changed with Unity 2.0 - You need to assign the 20 Rocket textures found in the GUI/Rockets folder to the RocketTextures property.");
		} else {
			rocketGUI.texture = rocketTextures[rocketLauncher.ammoCount];
		}*/
	}
}

^^^^^

well this is what i did to the fps player script, note: im using rocketlauncher, so just change it to machineGun

var clipGUI : GUIText;

// Update rocket gui
// rocket gun gui is simply drawn with a bullet counter text
if (rocketLauncher) {
clipGUI.text = rocketLauncher.GetClipsLeft().ToString();
}
}