So I'm trying to make the bar scroll to the amount left in the gun but nothing is happening
someone wanted the full script, so: (look at the reload section)
---------------------------------------------------------------------------- repeat wait() until game.Players.LocalPlayer globmod = require(script.GlobalRuns) local tool = script.Parent local handle = script.Parent.shoota local shooter = tool.shoota local mouse = game.Players.LocalPlayer:GetMouse() local player = game.Players.LocalPlayer local Character = player.Character local mousedown = false local bulletvelocity = 150 local betweenshot = .18 local currentamount = 12 --the one below should be the same ammount local afterreload = 12 local maxammo = 144 --again same as below local currentmax = 144 local emit = true local dmgmin = 10 local dmgmax = 15 local contextAction = game:GetService("ContextActionService") local reloading = false local amIreloading = false local running = false ---------------------------------------------------------------------------- local enabled = false game.Players.LocalPlayer.Character.Humanoid.Running:connect(function(speed) if enabled == true then if speed > 6 then running = true print("running") else print("notrunning") running = false end end end) script.Parent.Equipped:connect(function() enabled = true local clonegui = script.Parent.ToolGui:Clone() clonegui.Parent = game.Players.LocalPlayer.PlayerGui ammotext = clonegui.GunFrame.AmmoAmount ammoimage = clonegui.GunFrame.ImageLabel ammotext.Text = currentamount local sound = script.Parent.Handle.Sound script.Parent.Unequipped:connect(function() clonegui:Destroy() enabled = false end) end) local scrollmax = game.Players.LocalPlayer.PlayerGui.ToolGui.GunFrame.AmmoAmount.Background.TextLabel -------------------------- mousedown manager ------------------------------ mouse.Button1Down:connect(function() mousedown = true end) mouse.Button1Up:connect(function() mousedown = false end) --------------------------------particleemitter maker---------------------------------- local emit = function(part) local emitter = Instance.new("ParticleEmitter", part) emitter.EmissionDirection = Enum.NormalId.Back emitter.Size = NumberSequence.new(10) emitter.Transparency = NumberSequence.new(0.4,0.7) emitter.Texture = "http://www.roblox.com/asset/?id=241685484" emitter.Speed = NumberRange.new(0) emitter.Acceleration = part.CFrame:inverse().p emitter.Lifetime = NumberRange.new(.1) emitter.Rate = 50 emitter.Color = ColorSequence.new(Color3.new(0,0,255), Color3.new(255,255,255)) end ------------------------------ welding ------------------------------------ local Weld = function(x, y) local W = Instance.new("Weld") W.Part0 = x W.Part1 = y local CJ = CFrame.new(x.Position) local C0 = x.CFrame:inverse()* CJ local C1 = y.CFrame:inverse()* CJ W.C0 = C0 W.C1 = C1 W.Parent = x end --------------------------------------------------------------------------- Weld(handle, shooter) function checkifplayer(hit) if tostring(hit:GetFullName()):match(player.Name) then return true else return false end end --------------------------------- reload --------------------------------- function reload() if amIreloading == false then amIreloading = true ammotext.Text = " Reload " scrollmax.BorderColor3 = Color3.new(255/255,0,0) scrollmax.Size = UDim2.new(currentmax/maxammo,0,scrollmax.Size.Y.Scale,0) scrollmax.BorderColor3 = Color3.new(255/255,255/255,255/255) wait(2) amIreloading = false currentamount = afterreload ammotext.Text = currentamount else print("holdingmouseclick") end end ------------------------------ bullet script ------------------------------ local shootbullet = function(startpos, endpos) local magnitude = (startpos - endpos).magnitude local part = Instance.new("Part") if emit == true then emit(part) end part.Anchored = false part.CanCollide = false part.CFrame = shooter.CFrame part.BrickColor = BrickColor.new("Bright yellow") part.FormFactor = Enum.FormFactor.Custom part.Size = Vector3.new(0.1,0.1,0.1) part.TopSurface = Enum.SurfaceType.SmoothNoOutlines part.BottomSurface = Enum.SurfaceType.SmoothNoOutlines part.Transparency = 1 spawn(function() script.Parent.shoota.BillboardGui.ImageLabel.ImageTransparency = 0 wait(.05) script.Parent.shoota.BillboardGui.ImageLabel.ImageTransparency = 1 end) local bodyForce = Instance.new('BodyForce', part) bodyForce.Name = 'Antigravity' bodyForce.force = Vector3.new(0, part:GetMass() * 196.8 - .12, 0) local spawnPosition = (handle.CFrame * CFrame.new(0, 0, 0)).p part.CFrame = CFrame.new(spawnPosition, mouse.Hit.p) part.Velocity = part.CFrame.lookVector * bulletvelocity part.Parent = workspace return part end ---------------------------------ammo function------------------------------------------------- function assumeLargerPosition() ammotext.TextColor3 = Color3.new(1,1,1) ammoimage.ImageColor3 = Color3.new(1,1,1) ammotext:TweenSizeAndPosition(UDim2.new(0.1, 0,0.06, 0),UDim2.new(0.88, 0,0.905, 0),"Out","Quad",1/30, true) ammoimage:TweenSizeAndPosition(UDim2.new(0.07, 0,0.07, 0),UDim2.new(0.904, 0,0.847, 0),"Out","Quad",1/30, true) end function assumeSmallerPosition(times) ammotext.TextColor3 = Color3.new(175/255,175/255,175/255) ammoimage.ImageColor3 = Color3.new(200/255,200/255,200/255) ammoimage:TweenSizeAndPosition(UDim2.new(0.05, 0,0.05, 0),UDim2.new(0.912, 0,0.866, 0),"Out","Quad",times, true) ammotext:TweenSizeAndPosition(UDim2.new(0.1, 0,0.04, 0),UDim2.new(0.88, 0,0.915, 0),"Out","Quad",times, true) end function shootgui() assumeLargerPosition() wait(betweenshot*3) assumeSmallerPosition(betweenshot*3) end function updateammo() ammotext.Text = currentamount end function CheckAmmo() if currentamount == 1 or currentamount < 1 then assumeSmallerPosition() reload() amIreloading = false return false else return true end end ---------------------------------shoot function------------------------------------------------ local clickdeb = true mouse.Button1Down:connect(function() if clickdeb then clickdeb = false if CheckAmmo() then currentamount = currentamount - 1 spawn(function() updateammo() wait(.2) shootgui() end) local bullet = shootbullet(shooter.CFrame.p, mouse.Hit.p) local damage = math.random(dmgmin,dmgmax) bullet.Touched:connect(function(hit) if hit.Name == "Head" then damage = damage * 3 end globmod:hurt(hit.Parent,damage) bullet:Destroy() end) end wait(betweenshot) clickdeb = true end end) --------------------------------- Binding --------------------------------- contextAction:BindAction("openDoor", openDoorFunction, false, Enum.KeyCode.ButtonX)