Author Topic: AmmoGuns: "Light" key doesn't reload  (Read 572 times)

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:

Code: [Select]
//////////
// 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";
};

I think you need this extra code.
Code: [Select]
function UberrifleImage::onLoadCheck(%this,%obj,%slot)
{
if(%obj.toolAmmo[%obj.currTool] <= 0)
%obj.setImageAmmo(%slot,0);
else
%obj.setImageAmmo(%slot,1);
}