public override void Start()
 {
     weaponTimer = new Event_Timer(rateOfFire,true); //constructor to the timer of the fireRate
     boosterTimer = new Event_Timer(rateOfFire,false);//constuctor to time of the booster timer
     ammunitionChoise = 0; //variable that stores what number of bullet type your are in possession of
     ammunitionStock = new int[4]{100,100,100,100}; //array that holds the amounth of bullets for each type of bullet
 }
 // set initial values
 public override void Start()
 {
     // timer starts at start up
     weaponTimer = new Event_Timer(rateOfFire,true);
     // give value in range of the array
     ammunitionChoise = 0;
     ammunitionStock = new int[1]{1000};
     openFire = false;
 }
    public override void Start()
    {
        // giving variables values fitting for there purpose
        GameObject player = GameObject.Find("Avatar");

        target = player.transform;
        movementSpeed = 3.0f;
        defence = 50.0f;
        armorStrength = 50.0f;
        stuned = false;
        affectTimer = 0f;
        timerTick = false;
        contactAttack = 20.0f;

        charactorTimer = new Event_Timer(affectTimer, true);
    }
    public override void Start()
    {
        // giving variables values fitting for there purpose
        lives = 3;
        movementSpeed = 10.0f;
        defence = 100.0f;
        armorStrength = 0.0f;
        stuned = false;
        affectTimer = 0.0f;
        charactorTimer = new Event_Timer(affectTimer,false);

        jumpSpeed = 6.0f;
        throwRate = 100.0f;
        checkPoint = transform.position;

        grenadeStock = new int[6]{10,10,10,10,10,10};
        grenadeChoise = 1;
        grenadeTimer = new Event_Timer(throwRate, true);

        paused = false;
        checkPointCount = 0;

        cc = GetComponent<CharacterController>();
        gameLoad();
    }
 public void Start()
 {
     explode = false; //is set to false from the start and when hitting a object, it will be set to true and dialate the trigger/collider
     grenadeTimer = new Event_Timer(fuseTime, true); //here you have a new eventtimer that loops arcoding to the fuseTime
     rigidbody.velocity = transform.forward * throwSpeed; //generating the throw of the grenade mowing it forward and arcoding to the throwspeed
 }