this is actually caused by a glitch where blockland decides that it doesnt need to update the image states on the client side I'm still not 100% sure what causes it and it plagues me all the time, could you show your image states and code and I can give you some ideas on how to make it update
Absolutely, here are the image states:
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.2;
stateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateSequence[2] = "fire";
stateTransitionOnTriggerDown[0] = "FireDelay";
stateScript[2] = "onFire";
stateTimeoutValue[2] = 0.05;
stateTransitionOnTimeout[2] = "Reload";
stateName[3] = "FireDelay";
stateTransitionOnTimeout[3] = "Fire";
stateTimeoutValue[3] = 0.1;
stateName[4] = "Reload";
stateSequence[4] = "reload";
stateScript[4] = "onReload";
stateTimeoutValue[4] = 1.0;
stateTransitionOnTimeout[4] = "Rack";
stateName[5] = "Rack";
stateSequence[5] = "rack";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
And the function that executes when the right gun is fired:
function blueSMGHandsImage::onFire(%this, %obj, %slot)
{
%obj.setImageTrigger(1, 1);
echo("Right hand fired");
}
The echo is there for testing and will be removed later.
... If the animation names are all the same...
They are, and they use almost exactly the same code. The only thing I added was to eject shells when the right hand fires.