I recently gave one of my weapons support for Space Guy's Ammoguns script. Suprisingly enough, I was able to get it to work this time (after countless failures). However, the light key doesnt reload the weapon like it should. I used a weapon that already had ammoguns support as a reference, and there is almost no difference between my script and the other, and the other one reloads when you press the light key. I used the same support_Ammoguns.cs that the other addon uses. Ive searched and searched, but I couldnt find the problem. Here is the item datablock and weapon image:
//////////
// item //
//////////
datablock ItemData(UberrifleItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./Uber_rifleNoHands.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Uber-Rifle";
iconName = "./CI_Uber-Rifle";
doColorShift = true;
colorShiftColor = "1 1 1 1";
// Dynamic properties defined by the scripts
image = UberrifleImage;
canDrop = true;
maxAmmo = 10;
canReload = 1;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(UberrifleImage)
{
// Basic Item properties
shapeFile = "./Uber_Rifle.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
eyeOffset = "0 0 0";
rotation = eulerToMatrix( "0.0 0.3 360" );
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = BowItem;
ammo = " ";
projectile = UberrifleProjectile;
projectileType = Projectile;
casing = UberrifleShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 9.5;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
minShotTime = 120; //minimum time allowed between shots (needed to prevent equip/dequip exploit)
doColorShift = true;
colorShiftColor = UberrifleItem.colorShiftColor;//"0.400 0.196 0 1.000";
//casing = "UberrifleShellDebris";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.68;
stateTransitionOnTimeout[0] = "LoadCheckA";
StateSequence[0] = "use";
StateSound[0] = "weaponswitchsound";
stateName[1] = "Ready";
stateTransitionOnNoAmmo[1] = "Reload";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Delay";
stateTimeoutValue[2] = 0.00;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateEjectShell[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
StateSequence[2] = "fire";
stateSound[2] = uberrifleshot1sound;
stateName[3] = "Delay";
stateTransitionOnTimeout[3] = "FireLoadCheckA";
stateTimeoutValue[3] = 0.5;
stateEmitter[3] = uberriflesmokeemitter;
stateEmitterTime[3] = 0.5;
stateEmitterNode[3] = "muzzleNode";
//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[4] = "LoadCheckA";
stateScript[4] = "onLoadCheck";
stateTimeoutValue[4] = 0.01;
stateTransitionOnTimeout[4] = "LoadCheckB";
stateName[5] = "LoadCheckB";
stateTransitionOnAmmo[5] = "Ready";
stateTransitionOnNoAmmo[5] = "ReloadWait";
stateName[6] = "ReloadWait";
stateTimeoutValue[6] = 0.3;
stateTransitionOnTimeout[6] = "Reload";
stateWaitForTimeout[6] = true;
stateName[7] = "Reload";
stateTimeoutValue[7] = 1;
stateScript[7] = "onReloadStart";
stateTransitionOnTimeout[7] = "ReloadB";
stateWaitForTimeout[7] = true;
StateSequence[7] = "reloadstart";
//stateSound[7] = "";
stateName[8] = "ReloadB";
stateTimeoutValue[8] = 1.1;
stateTransitionOnTimeout[8] = "Reloaded";
stateWaitForTimeout[8] = true;
StateSequence[8] = "reloadend";
//stateSound[8] = "";
stateName[9] = "Reloaded";
stateTimeoutValue[9] = 2;
stateScript[9] = "onReloaded";
stateTransitionOnTimeout[9] = "Ready";
stateName[10] = "Smoke";
stateEmitter[10] = uberriflesmokeemitter;
stateEmitterTime[10] = 0.3;
stateEmitterNode[10] = "muzzleNode";
stateTimeoutValue[10] = 0.2;
stateTransitionOnTimeout[10] = "Ready";
stateTransitionOnTriggerDown[10] = "Fire";
stateName[11] = "ReloadSmoke";
stateEmitter[11] = uberriflesmokeemitter;
stateEmitterTime[11] = 0.3;
stateEmitterNode[11] = "muzzleNode";
stateTimeoutValue[11] = 0.2;
stateTransitionOnTimeout[11] = "Reload";
stateName[12] = "FireLoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.01;
stateTransitionOnTimeout[12] = "FireLoadCheckB";
stateName[13] = "FireLoadCheckB";
stateTransitionOnAmmo[13] = "Smoke";
stateTransitionOnNoAmmo[13] = "ReloadSmoke";
};