@@@@>>decrease a bar.<<@@@@

i have this script that comes with the fps tutorial. i dont completely understand it so thats why i need ur help. it decreases from the bar when ever it comes in contact with something that has this script in it.

function OnTriggerEnter (col : Collider) 
{
	var player : MP = col.GetComponent(MP);
	
	if (player) 
{
		player.DecreaseMP (10);
	}
}

function Reset () {
	if (collider == null)	
		gameObject.AddComponent(BoxCollider);
	collider.isTrigger = true;
}

can anyone fix this script so that it only decreases from the bar when a button is pressed

if(input.GetButtonDown("fire3"))

function Update () 
{
   if (Input.GetButtonDown("fire3"))
   { 
      var player : MP = col.GetComponent(MP); 
    
      if (player) 
      { 
         player.DecreaseMP (10); 
      } 
   }
} 

function Reset () { 
   if (collider == null)    
      gameObject.AddComponent(BoxCollider); 
   collider.isTrigger = true; 
}

ty but that didnt work

Completely errorless? Just saying it didn’t work is useless information to me just as much as my script suggestion may have been for you.

ya there was no errrors . but i dont think it will work. instead can u change this new script so that when i press a button. the gui texture bar will decrease

 var maximumHitPoints = 100.0;
var maxmp = 100.0;

var healthGUI : GUITexture;

private var healthGUIWidth = 0.0;
private var gotHitTimer = -1.0;



function Awake () {

	healthGUIWidth = healthGUI.pixelInset.width;
}

function DecreaseMP (damage : float) {
	if (maxmp < 0.0)
		return;

	// Apply damage
	maxmp -= damage;

	// Are we dead?
	if (maxmp < 0.0)
		//Die();
		print ("you died");
}

/*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 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(maxmp / maximumHitPoints);

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


	
}