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Contact Support - Help Center Get help on the UGX Discord. Join it now!Doesnt ring any bells, lol
Is that supposed to be a scene from The Matrix? cause it looks very similar!
Assuming you are being serious about this,
What is is doing is making a loop where it keeps spamming a print constantly as long as the PowerActivated variable is not truewhich is most likely crashing your game as soon as it loads into the map.
function triggercheck(){
PowerActivated = false;
padswitch = false;
while(!PowerActivated)
{
AllClientsPrint("^6Stopping loop sound");
}
}
function triggercheck(){
players = GetPlayers();
triggerEntity = GetEntArray("jumpwait", "targetname");
all_players_in = false;
while(!all_players_in)
{
players_in = 0;
for(i = 0;i<players.size;i++)
{
if(players[i] isTouching(triggerEntity))
{
players_in++;
self.craft_time = self.useTime;
self.craft_start_time = getTime();
craft_time = self.craft_time;
craft_start_time = self.craft_start_time;
players[i] thread player_progress_bar( craft_start_time, craft_time );
}
if(players_in == players.size)
{
all_players_in = true;
}
wait(1);
}
}
}
function player_progress_bar( start_time, craft_time )
{
self.useBar = self hud::createPrimaryProgressBar();
self.useBarText = self hud::createPrimaryProgressBarText();
self.useBarText setText( &"ZOMBIE_BUILDING" );
if ( isdefined( self ) && isdefined( start_time ) && isdefined( craft_time ) )
{
self player_progress_bar_update( start_time, craft_time );
}
self.useBarText hud::destroyElem();
self.useBar hud::destroyElem();
}
function player_progress_bar_update( start_time, craft_time )
{
self endon( "entering_last_stand" );
self endon( "death" );
self endon( "disconnect" );
self endon( "craftable_progress_end" );
while ( isdefined( self ) && getTime() - start_time < craft_time )
{
progress = ( getTime() - start_time ) / craft_time;
if ( progress < 0 )
{
progress = 0;
}
if ( progress > 1 )
{
progress = 1;
}
self.useBar hud::updateBar( progress );
WAIT_SERVER_FRAME;
}
}
function triggercheck(){
activated = false;
while(!activated)
{
triggerEntity = GetEnt("jumpwait", "targetname");
triggerEntity waittill("trigger", player);
players = GetPlayers();
for(i = 0;i<players.size;i++)
{
if(players[i] IsTouching(triggerEntity))
{
//execute code
activated = true;
}
wait(1);
}
}
}