Some issues with weapon switching and reloading?

Hi, I used the Machinegun.js script from the FPS tutorial :

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();           
}

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;

and the weapon switching script, which is :

function Start () {
    // Select the first weapon
    SelectWeapon(0);
}

function Update () {
    // Did the user press fire?
    if (Input.GetButton ("Fire1"))
        BroadcastMessage("Fire");

    if (Input.GetKeyDown("1")) {
        SelectWeapon(0);
    }   
    else if (Input.GetKeyDown("2")) {
        SelectWeapon(1);
    }   
}

function SelectWeapon (index : int) {
    for (var i=0;i<transform.childCount;i++)    {
        // Activate the selected weapon
        if (i == index)
            transform.GetChild(i).gameObject.SetActiveRecursively(true);
        // Deactivate all other weapons
        else
            transform.GetChild(i).gameObject.SetActiveRecursively(false);
    }
}

     }

Now, when i switch weapons while reloading (during the time span) and switch back to the machinegun, the machinegun wont reload if there is no bullet available. Can anyone tell me how do i solve this? I tried many ways, like putting an "if the gun is reloading, switch weapons = false" but cant seem to shape it. I also did searched around the forums and found this thread : link

but theres no answer too... can anyone help me with this script? Thanks!

Check the Edit->Project Settings->Input. YOu have to have the keys 1 and 2 enstablished there. just go to the tutorial and see the input from there.

**Another logic**

I don't know about FPS tutorial but what i would do is having the two guns at (and at the Hiereancy inside) the FPS prefab.The second gun i would make it invisible and then i would write something like : When User press button 2 make 1st gun invisible and make 2nd gun visible.

That was just a logic that you can base on the script you have from the Tutorial

Well I had this problem as well and found a guy who fixed. I have since edited the fps tutorial script to fit my needs. You need to set the variable for the reloading object on the gun script. Enjoy!

var playerWeapons : GameObject;
var range = 100.0;
var fireRate = 0.005;
var force = 5.0;
var damage = 0.5;
var bulletsPerClip = 1000;
var clips = 5;
var reloadTime = 1;
private var hitParticles : ParticleEmitter;
var muzzleFlash : Renderer;
var reload : AudioClip;
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();			
}

function Reload () {
	
		
	playerWeapons.GetComponent(PlayerWeapons).enabled = false;
	// Wait for reload time first - then add more bullets!
	yield WaitForSeconds(reloadTime);
	playerWeapons.GetComponent(PlayerWeapons).enabled = true;

	// We have a clip left reload
	if (clips > 0) {
		clips--;
		bulletsLeft = bulletsPerClip;
		audio.PlayOneShot(reload, 1.0 / audio.volume);

	}
	

}

function GetBulletsLeft () {
	return bulletsLeft;
}