ZippyDSMlee Posted July 8, 2015 Share Posted July 8, 2015 (edited) Okay I get some of it, make a dummy cell not sure how to handle it via code. What I am trying to do is delete my activator after I am done firing off the dummy weapon. Heres the script I am using. I am using 2 sets of these one for projectile set 1 that makes 4 grenades and one for projectile set 2 which makes 4 per the previous 4. short doOnce float fTimer int iCount Begin GameMode if fTimer < 0.1 set fTimer to fTimer + GetSecondsPassed else set iCount to iCount + 1 set fTimer to 0 else if doOnce != 1 set doOnce to 1 Fireweapon WeapzippyDGLDUMMYPRIMARY else if fTimer == 3.5 else MarkForDelete ZippyActivatorPRIMARYdgl endif endif endif End editI guess what I really need is a better timer script? I found this I think it will work but I am unsure, just need to fig out the error I am getting ><. ScriptName zippyDGLPRIMARYscript short doOnce short iState float fTimer begin GameMode if iState if (fTimer >= 5) && (iState == 3) set fTimer to 0 set iState to 0 elseif (fTimer >= 2) && (iState == 2) MarkForDelete ZippyActivatorPRIMARYdgl set iState to 3 elseif (fTimer >= 1) && (iState == 1) if doOnce != 1 set doOnce to 1 Fireweapon WeapzippyDGLDUMMYPRIMARY set iState to 2 endif set fTimer to fTimer + GetSecondsPassed endif end editnew version it has no errors but won't save....mmmm ScriptName zippyDGLPRIMARYscript short iState float fTimer begin OnTriggerEnter player set fTimer to 0 set iState to 1 end begin GameMode if iState if (fTimer >= 5) && (iState == 3) (Do something) set iState to 0 Disable ZippyActivatorPRIMARYdgl MarkForDelete ZippyActivatorPRIMARYdgl elseif (fTimer >= 2) && (iState == 2) set iState to 3 elseif (fTimer >= 1) && (iState == 1) Fireweapon WeapzippyDGLDUMMYPRIMARY set iState to 2 endif set fTimer to fTimer + GetSecondsPassed endif end Edited July 8, 2015 by ZippyDSMlee Link to comment Share on other sites More sharing options...
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