I'm currently stumped again, I know what the problem is, I just don't know how to fix it. Basically I have a turret which currently has 4 different types of ammo in it and if any of the ammo is greater than zero it would fire based on it being random. My first solution is like this.
But the problem is because it chooses the ammo first, there are times when there is a gap between firings because it is choosing a random number with no ammo in it. So the way to fix this was to choose what ammo was available first, then choose a random number from that seed. For example if ammo1 and ammo2 was greater than 0 then the random seed would be 2, if all 4 ammo types is greater than 0 then the random seed would be 4 but I don't know how to link up the random chosen number with the ammo types. Fixed numbers wouldn't work because the random seed can change.
Here is the capx
Just disable group 2 and enable group 3 if you want to see the old method.
Thank you for your time everyone.