can anybody change the code?

Hey Guys can somebody of you please change the code of this script please? I don't want to reload after time I want to reload with the "Reload" Input Button I've made in:

edit - Project settings - Input

Here's the full code:

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; private var hitParticles : ParticleEmitter; var muzzleFlash : Renderer; var Huelse :Transform; var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1; var spawnpoint :Transform;

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;
MagazineLeft = clips;

}

function LateUpdate() { if (muzzleFlash) { animation.Play("shotmachine"); var Huelseestellen = Instantiate(Huelse, transform.position, Quaternion.identity);

            Huelseestellen.rigidbody.AddForce(transform.up*10);

            // 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.right, 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){

    bulletsLeft = 60;

}

} function Reload () { animation.Play("reloadanimation"); // Wait for reload time first - then add more bullets! //yield WaitForSeconds(reloadTime);

// We have a clip left reload
if (clips > 0) {
    clips--;
    bulletsLeft = bulletsPerClip;
    MagazineLeft = clips;
}

} function GetMagazinesLeft (){

} function GetBulletsLeft () { return bulletsLeft; }

Here:

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; private var hitParticles : ParticleEmitter; var muzzleFlash : Renderer; var Huelse :Transform; privat var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1; var spawnpoint :Transform;

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; MagazineLeft = clips;

}

function LateUpdate() { if (muzzleFlash) { animation.Play("shotmachine"); var Huelseestellen = Instantiate(Huelse, transform.position, Quaternion.identity); Huelseestellen.rigidbody.AddForce(transform.up*10);

        // 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);

// And spawn a couple of particles
if (hitParticles) {
    hitParticles.transform.position = hit.point;
    hitParticles.transform.rotation = Quaternion.FromToRotation

(Vector3.right, 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){

bulletsLeft = 60;

}

} function Reload () { animation.Play("reloadanimation"); // Wait for reload time first - then add more bullets! //yield WaitForSeconds(reloadTime); // We have a clip left reload if (clips > 0) { clips--; bulletsLeft = bulletsPerClip; MagazineLeft = clips; }

} function GetMagazinesLeft (){

} function GetBulletsLeft () { return bulletsLeft; }

at the end it wlways does the same misstake... I can't change it...

Notice in the end that it says,

    if(bulletsLeft == 0) {
        bulletsLeft = 60;
    }

Thus if you'd like to reload on some button instead, you can change it yourself to something like,

    if(Input.GetAxis("Reload") == 1) {
        bulletsLeft = 60;
    }

It doesn't work... I just always give u a new link so that u can read it better:

http://spetools.de/code/898b4fde31242be0d609afc8d3f434f0