This issue is directly related to my previous question. It is the need for an edited solution to what was answered on this thread. This is what I ended up with after your solution:
It worked like a charm, except for some timing.
For the sake of understanding, I’m referring to the calling of function “load_Bar”, as well as the function itself running. Let’s say it is called once. It checks 14 times if it needs to break the cycle, and each is spaced out by a variable wait, which will decrease as time goes on (to make the game harder). It starts at .5 seconds. If the function is called a second time before the total wait (7 seconds) is up, the new instance of the function will work (because it has just been called) in addition to the old instance of the function (which senses that the variable {break_Loading_Bar_Cycle} has opened the loop again). Therefore, the results will be doubled. This is bad.
I need a solution that as soon as the variable {break_Loading_Bar_Cycle} says so, that instance of the function “load_Bar”, or included loop, is permanently closed to make room for the new one.
Thanks, Luke
