Updating Bullet Force ONGUI

Hey guys, how do i update my Ongui so when the player presses A and S it either decreases or increases the power.

using UnityEngine;
using System.Collections;

public class TurretControl : MonoBehaviour 
{
	public NetworkPlayer owner;
	public float minForce, maxForce, forceIncrement;
	public float force;
	private int speed = 1;
	public float maxRotationZ;
	public float minRotationZ;
	
	void Awake()
	{
		enabled = false;
	}
	
	void Start()
	{
       minForce = 100;
       maxForce = 5000;
       forceIncrement = maxForce * 0.05f;
       force = (maxForce - minForce) / 2.0f;

		maxRotationZ = 0.5f;
		minRotationZ  = -0.1f;
   }
   void OnGUI()
   {
	   GUI.Button(new Rect (200, 70, 200, 20), minForce + maxForce + forceIncrement);
   }
		
	void Update ()
	{
		if(Input.GetKey(KeyCode.UpArrow))
		{  
			//Debug.Log("z axis = " + transform.localRotation.z);
			if (transform.localRotation.z <= maxRotationZ)
			{
				transform.Rotate(0, 0, Input.GetAxis("Vertical") * speed);
				//Debug.Log("maxRotationZ:" + transform.rotation.z);
				//Debug.Log("z axis = " + transform.localRotation.z);
			}
		}
		
		if(Input.GetKey(KeyCode.DownArrow))
		{
			//Debug.Log("z axis = " + transform.localRotation.z);
			if (transform.localRotation.z >= minRotationZ)
			{
				transform.Rotate(0, 0, Input.GetAxis("Vertical") * speed);
				//Debug.Log("minRotationZ:" + transform.rotation.z);
				//Debug.Log("z axis = " + transform.localRotation.z);
				
			}
		}
		
		if(Input.GetKey(KeyCode.A))
		{
			force += (forceIncrement * Time.deltaTime);
			
			if (force > maxForce) force = maxForce;
		}		
		else if(Input.GetKey(KeyCode.S))
		{
			force -= (forceIncrement * Time.deltaTime);
			
			if (force < minForce) force = minForce;
		}
	}
	
	public float getForce()
	{
		return force;
	}
}

aha never mind. ive fixed it :slight_smile:

void OnGUI()
	{
		
		Transform turret = transform.Find("TurretPivotControl");
		TurretControl turretScript = (TurretControl)turret.GetComponent("TurretControl");	
		
		
		
		if (playerActive) GUI.Label(infoBox, "Player " + owner + " active");
		else GUI.Label(infoBox, "Player " + owner + " inactive");
		
		if (game.running)
		{
			GameObject player1 = game.getPlayer1();
			GameObject player2 = game.getPlayer2();
			
			if (player1 != null)	GUI.Label(Player1livesBox, "Player1Lives: " + ((ShipController)player1.GetComponent("ShipController")).lives );
			if (player2 != null)	GUI.Label(Player2livesBox, "Player2Lives: " + ((ShipController)player2.GetComponent("ShipController")).lives );
			if (player1 != null)	GUI.Label(ForceBox, "ForceBox: " + turretScript.force);
			if (player2 != null)	GUI.Label(ForceBox, "ForceBox: " + turretScript.force);
			
		}
	}