GUI displayed only when firing

I have this weapon script that i am using per weapon…This is the M16 version.
I am trying to display in GUI the BulletsLeft and Clips amounts…it is only showing up when i am firing and i would like to keep it displayed all the time, per different weapon, so i can insert a GUItexture background.

Or how do i call the variables bulletsLeft and clips from this script in an other script wich is displayed all the time?

Here is the script currently
//m16.js

var range = 100.0;
var fireRate = 0.05;
var force = 9.5;
var damage = 20;
var bulletsPerClip = 40;
var clips = 6;
var reloadTime = 2.4;
private var hitParticles : ParticleEmitter;
var muzzleFlash : Renderer;
var bulletSound : AudioClip;

private var bulletsLeft : int = 0;
private var nextFireTime = 0.1;
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.Range(0, 90), Vector3.forward);
            muzzleFlash.enabled = true;
            if (audio)
            {
                if (!audio.isPlaying)
                audio.Play();
                audio.loop = false;
            }
        }
        // We didn't, disable the muzzle flash
        else
        {
            muzzleFlash.enabled = false;
            enabled = false;

            // Play sound
            if (audio)
            {
                audio.loop = false;
            }
        }
    }
}

function OnGUI () {
    GUI.Label (Rect (560, 500, 100, 30),"AMMO: " + bulletsLeft);
    GUI.Label (Rect (630, 500, 100, 30),"CLIPS: " + clips);
}

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();
        AudioSource.PlayClipAtPoint(bulletSound, transform.position);
        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.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;
}

[Edit by Berenger : If you want people to help you, try to format your code properly so the error will be easily visible. Removing the irrelevant parts will help to.]

I would guess that this script is launched by another script only when pressing the fire button…

Please watch for another script…

Otherwise you could create a new script called ShowGUI.js:

var bulletsLeft :int;
var clips :int;
var script :m16; //the type is the name of your script
//just attach your code there in the inspector

function Update(){
bulletsLeft = script.bulletsLeft; //it was called like this wasn't it?
clips = script.clips;
}

function OnGUI(){
GUI.Label (Rect (560, 500, 100, 30),"AMMO: " + bulletsLeft);
GUI.Label (Rect (630, 500, 100, 30),"CLIPS: " + clips);
}



and in your code 
 - just delete the OnGUI function
 - Don't forget to attach your script to the new scripts' variable 'script'

Hope I could help ;D

Well, basically i am looking for a way to post gui to be the same no matter what size or resolution, the gui is in the same place etc
:slight_smile:
geese i am such a rookie! i found that using co ordinates changes when you export your final file to exe for example…on certain resolutions the score and time outputs are elsewhere, not far off but some where out of place…