My machine gun code steels my clips

Hi guys, I#ve got a question to a script... I made an animation and set the to play automatically to false. Now I want it to reload but when it reloads the clips get less every 1/10 second...

Here's my machine gun 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;

private 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 = 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);

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,

    m_LastFrameShot = Time.frameCount;
    enabled = true;

    // Reload gun in reload Time        
    if (bulletsLeft == 0)
    //Reload animation//
        animation.Play("reloadanimation");
        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;
}

So please help me guys... I need it very much

First of all, please mark your code as code. Just select your code and press the 101010 button. Second, it's ok to post your own answer but don't post new questions as answer! That's not a forum. It's a wiki that contains good questions about unity.

Switch the TrailRenderer component off and on.

4 Answers

4

sorry I've found my mistake... here's the real 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;

private 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 = 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 animation//
        animation.Play("reloadanimation");
        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;
}

hhm now I've got a question again:

Here I have a code where I have got a shot AND a reload animation embedded... but it only shows the shot animation but not the reload animation...

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;

private 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;
            animation.Play("shotmachine");
            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.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 animation//
        animation.Play("reloadanimation");
        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;
}

Make sure both animations are on the same layer (or use PlayMode.StopAll) and check the name of your animation. You can play only AnimationClips that are in the animations array of your Animation component.

BulletLeft --; ?

incrementing downwards might be called to multiple times resulting in the ammo deplision.


Maybe Try an if statement to say if its fired take 1 bullet away.

if(BulletFired == true) {

BulletLeft = BulletLeft -1; BulletFired = false;

}

well i can shoot and everything is okay but the only problem is the reload animation.