This is the video:

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:bust_in_silhouette: Asked By Mate_Dev

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 " +

first make a 2d game.

Your first 2D game — Godot Engine (latest) documentation in English

ramazan | 2022-01-30 20:19

Thanks for the tip but i just solve it.

Mate_Dev | 2022-01-31 19:52

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

ramazan | 2022-01-31 21:56

In what way doesn’t it work?

SteveSmith | 2022-02-08 02:21