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Contact Support - Help Center Get help on the UGX Discord. Join it now!#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;
main()
{
// I want back here.
automg = GetEntArray("auto_turrets","targetname");
array_thread(automg,::auto_turrets);
}
auto_turrets()
{
player = undefined;
self waittill ("trigger",player);
player playsound( "powerup_grabbed" );
level thread activate_mg();
}
activate_mg()
{
player = undefined;
mgs = getentarray( "auto_mg", "targetname" );
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg setTurretTeam( "axis" );
mg SetMode( "auto_nonai" );
mg thread maps\_mgturret::burst_fire_unmanned();
}
wait(10); // Leave turrets on for 30 seconds
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg notify("stop_burst_fire_unmanned");
mg SetMode( "manual" );
}
return; // I add this
}



![]() | 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. |
auto_turrets()
{
while(1)
{
player = undefined;
self waittill ("trigger",player);
player playsound( "powerup_grabbed" );
level thread activate_mg();
}
}
auto_turrets()
{
for(;;)
{
player = undefined;
self waittill ("trigger",player);
player playsound( "powerup_grabbed" );
level thread activate_mg();
}
}
Code SnippetPlaintextauto_turrets()
{
while(1)
{
player = undefined;
self waittill ("trigger",player);
player playsound( "powerup_grabbed" );
level thread activate_mg();
}
}
Or Code SnippetPlaintextauto_turrets()
{
for(;;)
{
player = undefined;
self waittill ("trigger",player);
player playsound( "powerup_grabbed" );
level thread activate_mg();
}
}
Whichever tickles your fancy.
it just work one time only#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;
main()
{
// I want back here.
automg = GetEntArray("auto_turrets","targetname");
array_thread(automg,::auto_turrets);
}
auto_turrets()
{
while(1)
{
player = undefined;
self waittill ("trigger",player);
player playsound( "powerup_grabbed" );
level thread activate_mg();
wait 10;
}
}
activate_mg()
{
player = undefined;
mgs = getentarray( "auto_mg", "targetname" );
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg setTurretTeam( "axis" );
mg SetMode( "auto_nonai" );
mg thread maps\_mgturret::burst_fire_unmanned();
}
wait(10); // Leave turrets on for 30 seconds
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg notify("stop_burst_fire_unmanned");
mg SetMode( "manual" );
}
//return; // I add this
}Are you sure you are doing it like this? Code SnippetPlaintext#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;
main()
{
// I want back here.
automg = GetEntArray("auto_turrets","targetname");
array_thread(automg,::auto_turrets);
}
auto_turrets()
{
while(1)
{
player = undefined;
self waittill ("trigger",player);
player playsound( "powerup_grabbed" );
level thread activate_mg();
wait 10;
}
}
activate_mg()
{
player = undefined;
mgs = getentarray( "auto_mg", "targetname" );
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg setTurretTeam( "axis" );
mg SetMode( "auto_nonai" );
mg thread maps\_mgturret::burst_fire_unmanned();
}
wait(10); // Leave turrets on for 30 seconds
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg notify("stop_burst_fire_unmanned");
mg SetMode( "manual" );
}
//return; // I add this
}
+1