Okay, so the testing script confirmed my beliefs that the game is increasing the value of activator even when I am not firing (regardless of true or "true").
Unfortunately, it still doesn't work, which means that the problem stems from the variable activator increasing when it is not supposed to. Thanks for your advice, though!
To daedra:
What I meant is that the variable activator will be increasing while firing the turret by waiting 0.05 seconds and then adding one to activator. Once activator is equal to or greater than 200, the while loop will break as its condition is no longer met, and the script will proceed to the next line, which turns on jug.
Post Merge: April 15, 2014, 07:15:02 pmTo jei:
Yeah, I think that's it. I'll test it out now. Thanks!
Are you sure about this? I want the variable activator to go up while I am firing, and then have juggernog turn on when activator = 200 (10 seconds), so I put the level notify outside the while loop so that once it breaks (activator is greater than or equal to 200) then juggernog will turn on.
I made a script to turn on jug by using a turret for 10 seconds (not necessarily consecutive). There are no syntax errors, however, jug turns on within 10 seconds of my spawning in, regardless of whether I am using the turret or not. Here is my script:
Thanks in advance! (Also, another thing is that this will only work for player 1 right now (solo). This is just for testing and not a concern as of now).
Not 100% sure, but try creating a trigger use and giving it these KVPS: script_ammo_clip : (how much ammo) zombie_cost : (the cost) zombie_weapon_upgrade : ray_gun targetname : weapon_upgrade
1. Okay, I'll do my best 2. My script has a loop where it is supposed to check if a trigger has been activated, and if it has, it will do one thing, and if it hasn't, it will do another. 3. Okay, will do.