function P51vehicle::onadd(%this,%obj)
{
parent::onadd(%this,%obj);
%obj.setWheelTire(0, reartire);
%obj.setWheelTire(1, jeeptire);
%obj.setWheelTire(2, jeeptire);
%obj.mountImage(p51gunimage,1);
%obj.mountImage([b]p51gunn2image[/b],2);
%obj.setWheelSpring(0, P51Spring);
%obj.setWheelSpring(1, P51Spring);
%obj.setWheelSpring(2, P51Spring);
%obj.setWheelSteering(0,1);
%obj.setWheelSteering(1,0);
%obj.setWheelSteering(2,0);
%obj.setWheelPowered(0,true);
%obj.setWheelPowered(1,true);
%obj.setWheelPowered(2,true);
%obj.doorOpen = 1;
%obj.playThread(0,spin);
}
You've spelt p51gun2image wrong.
Here's some crappy code that might help you:
package MountedGunFire {
function Armor::onTrigger(%this, %obj, %triggerNum, %val)
{
%pmount = %obj.getObjectMount();
if(isobject(%pmount)){
if(%pmount.getdatablock().getname() $= "<vehicle>" && %triggerNum == 0){
%pmount.setimagetrigger(1,1);
%pmount.setimagetrigger(2,1);
%pmount.client = %obj.client;
cancel(%obj.fightsch);
%obj.fightsch = schedule(1000,0,"Untrigger",%pmount,2);
}
}
parent::onTrigger(%this, %obj, %triggerNum, %val);
}
};
activatepackage(MountedGunFire);
function untrigger(%obj, %trigger)
{
%obj.setimagetrigger(1,0);
%obj.setimagetrigger(2,0);
}
Not sure if it works or not, that's your job to find out.