Start Timer
Events
Timer - Elapsed time is 10.0 Game Time seconds
Local Variables
Conditions
Actions
Timer - Start Damage Increase Timer as a Repeating timer that will expire in 60.0 Game Time seconds
Increase Damage
Events
Timer - Damage Increase Timer expires
Local Variables
Conditions
Actions
Catalog - Set value of Effects GuassRifle Amount for player 1 to "10"
Catalog - Set value of Effects GuassRifle Amount for player 1 to (String(((Value of Effects GuassRifle Amount for player 1 as an integer) + 0.01)) with Any Precision decimal places)
This works but only for the first upgrade. it only upgrades one time. How do I fix it ?
Create an integer variable called "damageLevel." In your second trigger (with the timer expiration event) under actions, set damageLevel = damageLevel + 1. Then in your Catalog-FVS action use 10 + (0.01 * damageLevel) for the value. With this you can also remove the first "Catalog - Set value of Effects GuassRifle Amount for player 1 to "10"" action.
Alternatively, create a stacking upgrade and just add that to the player with each timer expiration.
Start Timer
Events
Timer - Elapsed time is 10.0 Game Time seconds
Local Variables
Conditions
Actions
Timer - Start Damage Increase Timer as a Repeating timer that will expire in 60.0 Game Time seconds
Increase Damage
Events
Timer - Damage Increase Timer expires
Local Variables
Conditions
Actions
Catalog - Set value of Effects GuassRifle Amount for player 1 to "10"
Catalog - Set value of Effects GuassRifle Amount for player 1 to (String(((Value of Effects GuassRifle Amount for player 1 as an integer) + 0.01)) with Any Precision decimal places)
This works but only for the first upgrade. it only upgrades one time. How do I fix it ?
Create an integer variable called "damageLevel." In your second trigger (with the timer expiration event) under actions, set damageLevel = damageLevel + 1. Then in your Catalog-FVS action use 10 + (0.01 * damageLevel) for the value. With this you can also remove the first "Catalog - Set value of Effects GuassRifle Amount for player 1 to "10"" action.
Alternatively, create a stacking upgrade and just add that to the player with each timer expiration.
Another problem is that you used integer when you need to use real.
Integers are numbers like 0,1,2,3,4 and converting real values like 6.7 to an integer will cause it to cut off everything behind the dot.
To solve your design problem, you can do what BasharTeg suggested.