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![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
createPrimaryProgressBar();
updateBar(val, val2);
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
anyone know how i would go about scripting a progress bar?
i have a trigger which requires you to press USE but i would prefer it to be a progress bar and only trigger when a the progress bar is full?Basically make this use a progress bar[close]
//get array of triggers to do this with and then thread PrgressBars() on each
ProgressBars(){
timer=3;
player = undefined;
while(timer>0){
self waittill("trigger", player);
player.PBar = player CreatePrimaryProgressBar();
player.PBar.color = ( .5, 1, 1 );
player.PBar UpdateBar( 0.01, 1/3 );
while( player UseButtonPressed() && distance(player.origin, self.origin)<100 && player isOnGround() && !player maps\_laststand::player_is_in_laststand() && timer>0){
wait(.1);
timer = timer-.1;
}
player.PBar destroyElem();
player.PBar = undefined;
}
self delete();
//do whatever here, open door or whatever
}