fps script health tweak?

heu guys is it possible to use this fps script and tweak the health bar so i can have 15
GUITextures like this

var health1 : Texture2D;
var health2 : Texture2D;
var health3 : Texture2D;
var health4 : Texture2D;
var health5 : Texture2D;
var health6 : Texture2D;
var health7 : Texture2D;
var health8 : Texture2D;
var health9 : Texture2D;
var health10 : Texture2D;
var health11 : Texture2D;
var health12 : Texture2D;
var health13 : Texture2D;
var health14 : Texture2D;
var health15 : Texture2D;
var health16 : Texture2D;

and 1 question left can we make it so that it behaves like a halo 3of4 lifebar when not hit wait 8 recharge

static var LIVES = 15;


function Update () {
var healthtexture=GameObject.Find("life bar 1");
Healthcount=1;
if(Healthcount<1){
healthtexture.guiTexture.texture=health2;
}
if(Healthcount<2){
healthtexture.guiTexture.texture=health3;
}
if(Healthcount<3){
healthtexture.guiTexture.texture=health4;
}
if(Healthcount<4){
healthtexture.guiTexture.texture=health5;
}
if(Healthcount<5){
healthtexture.guiTexture.texture=health6;
}
if(Healthcount<6){
healthtexture.guiTexture.texture=health7;
}
if(Healthcount<7){
healthtexture.guiTexture.texture=health8;
}
if(Healthcount<8){
healthtexture.guiTexture.texture=health9;
}
if(Healthcount<9){
healthtexture.guiTexture.texture=health10;
}
if(Healthcount<10){
healthtexture.guiTexture.texture=health11;
}
if(Healthcount<11){
healthtexture.guiTexture.texture=health12;
}
if(Healthcount<12){
healthtexture.guiTexture.texture=health13;
}
if(Healthcount<13){
healthtexture.guiTexture.texture=health14;
}
if(Healthcount<14){
healthtexture.guiTexture.texture=health15;
}
if(Healthcount<15){
healthtexture.guiTexture.texture=health16;
}
}






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;
    	if (healthGUIWidth<15)
    	Die();
    
    	// 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];
    		}*/
    	}
    }

You can have as many different health textures as you want, just do not store them like that. It makes it horrible to maintain and extend.

What you want to do is have a Texture2D array, with all of your textures added in the correct order, then you can simply use the value of HealthCount (modified by -1 if i understand your code) and use that as the index from the array to get the right texture.

that will cut down about 50 unneeded lines out of your code for a start, and make it far easier to maintain and extend.

as for the “recharge” yes its also very possible, I would do this by detecting when your health has reached that point, and setting a float value to say 8 (for a seconds) then if this value is greater than zero on each update, subtract Time.deltaTime from it. when this value reaches 0, your 8 seconds are up and you can recharge your health either instantly, or by triggering a smoother increase in the HealthCount value.

Also looking at your first update function there, it sets HealthCount to 1 at the start of Update() meaning only the second if statement there would ever run.