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–1 vote

In minute 18:10, i do the same as he did but it dont works to me:


extends Node

export var fire_rate = 0.5
export var clip_size = 5
export var reload_rate = 1

onready var raycast = $"../Head/Camera/RayCast"
var current_ammo = 0
var can_fire = true
var reloading = false

func _process(delta):
    if Input.is_action_just_pressed("primary_fire") and can_fire:
        if current_ammo > 0 and not reloading:
            print("Fired Weapon")
            can_fire = false
            current_ammo -= 1
            yield(get_tree().create_timer(fire_rate), "timeout")

            can_fire = true
        elif not reloading:
            reloading = true
            yield(get_tree().create_timer(fire_rate), "timeout")
            current_ammo = clip_size
            reloading = false
            print("Reload complete")

func check_collision():
    if raycast.is_colliding():
        var collider = raycast.get_collider()
        if collider.is_in_group("Enemies"):
            print("Killed " +
in Engine by (17 points)

Thanks for the tip but i just solve it.

I am aware . It's best for you to start with simple games first. I started the same way. Just a suggestion.

In what way doesn't it work?

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