So i am making a gun. Basically im working right now on reload stuff. its done but When it reloaded i can shoot forever without More reloading. Heres the script:
wait(3) local Humanoid = game.Players.LocalPlayer.Character.Humanoid local ShootAnimation = Instance.new("Animation") local ReloadAnimation = Instance.new("Animation") ReloadAnimation.AnimationId = "rbxassetid://5593968248" local ReloadAnimationTrack = Humanoid:LoadAnimation(ReloadAnimation) ShootAnimation.AnimationId = "rbxassetid://5593333395" local ShootAnimationTrack = Humanoid:LoadAnimation(ShootAnimation) bullets = 9 local mouse = game.Players.LocalPlayer:GetMouse() local Handle = script.Parent.Handle local Gun = script.Parent ReloadAnimationTrack.Looped = false function Reload() -- Somewhere on this function stuff? print("Reloading...") ReloadAnimationTrack:Play() wait(ReloadAnimationTrack.Stopped) return end warn('The Tool M9 Is Officialy made by HKprogram To Easyjet Security') Gun.Activated:Connect(function() if mouse.Target.Parent:FindFirstChild("Humanoid") then -- Clicked a type of humanoid if bullets == 0 then Reload() end bullets = bullets - 1 -- When you see this. Its Removing bullets ShootAnimationTrack:Play() mouse.Target.Parent.Humanoid:TakeDamage(30) -- Damage 50 taken print("Target: "..mouse.Target.Name) elseif mouse.Target.Parent:FindFirstChild("Head") then if bullets == 0 then Reload() end ShootAnimationTrack:Play() mouse.Target.Parent.Humanoid:TakeDamage(100) bullets = bullets - 1 print("Target: "..mouse.Target.Name) else if bullets == 0 then Reload() end bullets = bullets - 1 ShootAnimationTrack:Play() print("Target: "..mouse.Target.Name) end end)
Anyone know the problem? theres no errors in script
In the reload script, you forgot to increase the value of bullets back up.
function Reload() -- Somewhere on this function stuff? print("Reloading...") ReloadAnimationTrack:Play() wait(ReloadAnimationTrack.Stopped) bullets = 9 -- Refill bullet count. return end
Your method of reloading is werid. Try checking for a R keypress and for mousebutton check ift's empty then reload and then be able to shoot.