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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | 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 |
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:
main()
{
players = get_players();
player = players[0];
activator = 0;
while(activator < 200)
{
wait(1); //slow down to troubleshoot
iprintln("firing = palyer isfiring()");
firing = player IsFiring();
iprintln(firing); //See what this is
if(player HasWeapon("30cal_bipod_stand") && (firing == "true"))
{
iprintln("value of activator"); //I'm going to tell you the value now since firing && has...
iprintln(activator); //It is this
wait(0.05);
activator = activator + 1;
}
}
iprintln("activator is no longer below 200");
iprintln(activator);
iprintln("Turn on juggernog");
level notify("juggernog_on");
}![]() | 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 |
"true" should be true.
and thats the game!
maybe..
Thats true, lol, but makes even less sense now? It should never turn on jugg in this script then...
![]() | 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 |
no..
if the player is firing and the weapon he is firing is a bipod, then count up to exit the loop
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
main()
{
players = get_players();
player = players[0];
activator = 0;
while(activator < 201)
{
if(player HasWeapon("30cal_bipod_stand") && (player IsFiring() == true))
{
wait(0.05);
activator = activator + 1;
}
if(activator == 200)
level notify("juggernog_on");
}
}
![]() | 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 |
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").
flag_wait( "all_players_connected" );