Author Topic: setImageTrigger(0,true) doesn't play weapon animations when out of ammo  (Read 510 times)

Here's the image statescript:
Code: [Select]
stateName[0]                    = "Activate";
stateTimeoutValue[0]            = 0.15;
stateTransitionOnTimeout[0]     = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                    = "Ready";
stateTransitionOnTriggerDown[1] = "LoadCheckA";
stateAllowImageChange[1]        = true;
stateSequence[1] = "Ready";

stateName[2] = "LoadCheckA";
stateScript[2] = "onLoadCheck";
stateTimeoutValue[2] = 0.01;
stateTransitionOnTimeout[2] = "LoadCheckB";

stateName[3] = "LoadCheckB";
stateTransitionOnAmmo[3] = "CheckForAmmo";
stateTransitionOnNoAmmo[3] = "Reload";

stateName[4] = "Reload";
stateTimeoutValue[4] = 4;
stateSound[4] = DrenDranReloadSound;
stateSequence[4]                = "Reload";
stateScript[4] = "onReload";
stateTransitionOnTimeout[4] = "WaitForTriggerUp";

stateName[8] = "CheckForAmmo";
stateScript[8] = "onAmmoCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "CheckForAmmoB";

stateName[9] = "CheckForAmmoB";
stateTransitionOnAmmo[9] = "Fire";
stateTransitionOnNoAmmo[9] = "DryFire";

stateName[5]                    = "Fire";
stateTimeoutValue[5]            = 0.25;
stateTransitionOnTimeout[5] ="WaitForTriggerUp";
stateFire[5]                    = true;
stateAllowImageChange[5]        = false;
stateSequence[5]                = "Fire";
stateScript[5]                  = "onFire";
stateWaitForTimeout[5] = true;
stateEjectShell[5]       = true;
stateSound[5] = DrenDranSlowGunshotSound;

stateName[10]                    = "DryFire";
stateTimeoutValue[10]            = 0.25;
stateTransitionOnTimeout[10] ="WaitForTriggerUp";
stateFire[10]                    = true;
stateAllowImageChange[10]        = false;
stateSequence[10]                = "Fire";
stateScript[10]                  = "onDryFire";
stateWaitForTimeout[10] = true;
stateEjectShell[10]       = false;
stateSound[10] = DrenDranDryFireSound;

stateName[6] = "WaitForTriggerUp";
stateTransitionOnTriggerUp[6] = "WaitABitMore";

stateName[7] = "WaitABitMore";
stateWaitForTimeout[7] = true;
stateTransitionOnTimeout[7] = "Ready";
stateTimeoutValue[7] = 0.2;
(Yes, there's supposed to be two ammo checks, though this code needs a bit of cleaning and rearrangement before release)

If I do %player.setImageTrigger(0,true); it'll shoot the gun perfectly fine if it has ammo.
But if it doesn't, it'll technically do the dry fire and its script, but the animation won't play. Same with reloading.

Nothing at all, seriously?