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 doOncefloat fTimerint iCountBegin GameMode if fTimer < 0.1 set fTimer to fTimer + GetSecondsPassed else set iCount to iCount + 1 set fTimer to 0elseif doOnce != 1set doOnce to 1 Fireweapon WeapzippyDGLDUMMYPRIMARYelse if fTimer == 3.5 else MarkForDelete ZippyActivatorPRIMARYdgl endifendifendifEnd
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I 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 zippyDGLPRIMARYscriptshort doOnceshort iStatefloat fTimerbegin 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 endifend
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new version it has no errors but won't save....mmmm
ScriptName zippyDGLPRIMARYscriptshort iStatefloat fTimerbegin OnTriggerEnter player set fTimer to 0 set iState to 1endbegin 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 endifend