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Turret Power

HOT
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Created 10 years ago
by nabaro
0 Members and 1 Guest are viewing this topic.
9,413 views
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Hey if you had tons of fun on playing my maps please DONATE :)

play ESTATE now, and claim your mansion back from the undead!
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Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
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no problem! this actually inspired me to make a western version of the generators from origins in my map.

Code Snippet
Plaintext
jugg_turret = getent("value","key");
//dont have the turret infront of me, pick a key and value to access it.

Code Snippet
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if(isDefined(jugg_turret GetTurretOwner())
//does the turret have someone using it? this will also elimate the need to have players referenced in the script

Post Merge: April 15, 2014, 09:03:32 pm
also yeah

Code Snippet
Plaintext
jugg_turret IsFiringTurret()
works
Last Edit: April 15, 2014, 09:04:23 pm by jei9363
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Hey thanks bro! And yeah, I did start out trying to make the Origins style generators, but I eventually shifted into this. When I reveal my map I'll most definitely give you credit for this!
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no problem!

should add

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level thread maps\_pump_jugg::main();
level thread maps\_pump_speed::main();
level thread maps\_pump_revive::main();
level thread maps\_pump_double_tap::main();

and just change the turret and activation value for each one
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Yep, was planning to  :P
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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daedra you drunk xD that was an additional if statement to make the notify not to check if player was firing

Says the guy who made  a tutorial while drunk...
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drago
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Says the guy who made  a tutorial while drunk...
well thats true....but it worked perfectly fine
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well thats true....but it worked perfectly fine

if you could understand it. lol
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drago
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if you could understand it. lol
yeah xD but the point is the same

 
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