So like you cant put it away it.
Need help on where to put it.
Its a gun
here is the server.cs
//lasergunvest.cs
datablock AudioProfile(lasergunvestFireSound)
{
   filename = "./lazshot.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(lasergunvestHitSound)
{
   filename    = "./lazhit.wav";
   description = AudioClose3d;
   preload = true;
};
//effects
datablock ParticleData(lasergunvestTrailParticle)
{
	  gravityCoefficient   = 0;
	dragCoefficient		= 0;
	windCoefficient		= 0.0;
	constantAcceleration	= 0.0;
	lifetimeMS		= 300;
	lifetimeVarianceMS	= 0;
	spinSpeed		= 0.0;
	spinRandomMin		= 0.0;
	spinRandomMax		= 0.0;
	useInvAlpha		= false;
	animateTexture		= false;
	textureName		= "base/data/particles/dot";
	//Interpolation variables
	colors[0]	= "1 0 0 0.5";
	colors[1]	= "1 0 0 0.6";
	colors[2]	= "1 0 0 0.3";
	sizes[0]	= 0.7;
	sizes[1]	= 0.7;
	sizes[2]	= 0.0;
	times[0]	= 0.0;
	times[1]	= 0.1;
	times[2]	= 1.0;
};
datablock ParticleEmitterData(lasergunvestTrailEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 1;
   ejectionVelocity = 1;
   ejectionOffset   = 0.4;
   velocityVariance = 1;
   thetaMin         = 0;
   thetaMax         = 30;
   phiReferenceVel  = 42000;
   phiVariance      = 0;
   overrideAdvance = false;
   particles = "lasergunvestTrailParticle";
   uiName = "lasergunvestTrail";
};
datablock ParticleData(lasergunvestExplosionParticle)
{
	dragCoefficient		= 5;
	windCoefficient		= 0.0;
	gravityCoefficient	= 0;
	inheritedVelFactor	= 0;
	constantAcceleration	= 10.0;
	lifetimeMS		= 600;
	lifetimeVarianceMS	= 0;
	spinSpeed		= 0.0;
	spinRandomMin		= 0.0;
	spinRandomMax		= 0.0;
	useInvAlpha		= false;
	animateTexture		= false;
	textureName		= "base/data/particles/dot";
	//Interpolation variables
	colors[0]	= "225 0 0 0.5";
	colors[1]	= "255 0 0 0.6";
	colors[2]	= "255 0 0 0.3";
	sizes[0]	= 1;
	sizes[1]	= 1;
	sizes[2]	= 0.00;
	times[0]	= 0.0;
	times[1]	= 0.1;
	times[2]	= 1.0;
};
datablock ParticleEmitterData(lasergunvestExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 1;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "lasergunvestExplosionParticle";
   useEmitterColors = true;
   uiName = "lasergunvestExplode";
};
datablock ExplosionData(lasergunvestExplosion)
{
   //explosionShape = "";
   soundProfile = lasergunvestHitSound;
lifeTimeMS = 150;
soundProfile = lasergunvestExplodeSound;
   emitter[0] = lasergunvestExplosionEmitter;
   particleDensity = 1000;
   particleRadius = 1.0;
   faceViewer     = true;
   explosionScale = "1 1 1";
   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.0;
   camShakeRadius = 0.0;
   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 1;
   lightStartColor = "1 0 0.0";
   lightEndColor = "0 0 0";
   //impulse
   impulseRadius = 3.5;
   impulseForce = 500;
   //radius damage
   radiusDamage        = 1;
   damageRadius        = 0.5;
};
datablock ProjectileData(lasergunvestProjectile)
{
   projectileShapeName ="base/data/shapes/empty.dts";
   directDamage        = 15;
 //  directDamageType  = $DamageType::lasergunvestDirect;
   impactImpulse	   = 10;
   verticalImpulse	   = 10;
   explosion           = lasergunvestExplosion;
   particleEmitter     = lasergunvestTrailEmitter;
   brickExplosionRadius = 0.1;
   brickExplosionImpact = false; //destroy a brick if we hit it directly?
   brickExplosionForce  = 0.1;
   brickExplosionMaxVolume = 20;
   brickExplosionMaxVolumeFloating = 20;
   muzzleVelocity      = 90;
   velInheritFactor    = 1;
   armingDelay         = 0;
   lifetime            = 5000;
   fadeDelay           = 4750;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0;
   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "1 1 0";
   uiName = "lasergunvest Projectile";
};
//////////
// item //
//////////
datablock ItemData(lasergunvestItem)
{
	category = "Weapon";  // Mission editor category
	className = "Weapon"; // For inventory system
	 // Basic Item Properties
	shapeFile = "./lasgunvest.dts";
	mass = 1;
	density = 0.2;
	elasticity = 0.2;
	friction = 0.6;
	emap = true;
	//gui stuff
	uiName = "Laser Gun Vest";
	doColorShift = true;
	colorShiftColor = "1 1 0 1";
	 // Dynamic properties defined by the scripts
	image = lasergunvestImage;
	canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(lasergunvestImage)
{
   // Basic Item properties
 shapeFile = "./lasgunvest.dts";
   emap = true;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";
   // 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 = lasergunvestItem;
   ammo = " ";
   projectile = lasergunvestProjectile;
   projectileType = Projectile;
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   //casing = " ";
   doColorShift = true;
   colorShiftColor = "1 1 0 1";
   // Initial start up state
	stateName[0]                    = "Activate";
	stateTimeoutValue[0]            = 0.1;
	stateTransitionOnTimeout[0]     = "Ready";
	stateAllowImageChange[0]		= true;
	stateName[1]                     = "Ready";
	stateSequence[1]                = "Fire";
	
	stateTransitionOnTriggerDown[1]  = "Fire";
	stateAllowImageChange[1]         = true;
	stateEmitter[1]                = lasergunvestAmbientEmitter;
	stateEmitterNode[1]                = MuzzlePoint;
	stateEmitterTime[1]            = 300;
	
	stateName[2]                    = "Fire";
	stateTransitionOnTimeout[2]     = "StopFire";
	stateSequence[2]                = "PreFire";
	stateTimeoutValue[2]            = 0.3;
	stateFire[2]                    = true;
	stateAllowImageChange[2]        = true;
	stateScript[2]                  = "onFire";
	stateWaitForTimeout[2]			= true;
	stateSound[2]					= lasergunvestFireSound;
	
	stateName[3]                    = "StopFire";
	stateTransitionOnTimeout[3]     = "Ready";
	stateTimeoutValue[3]            = 3;
	stateAllowImageChange[3]        = true;
	stateWaitForTimeout[3]			= true;
	stateSequence[3]                = "Prefire";
	stateScript[3]                  = "onStopFire";
};
function lasergunvestImage::onFire(%this, %obj, %slot)
{
	%obj.playthread(2, plant);
	Parent::onFire(%this, %obj, %slot);
}
function lasergunvestImage::onStopFire(%this, %obj, %slot)
{	
	%obj.playthread(2, root);
}
function lasergunvestprojectile::Damage(%this,%obj,%col,%fade,%pos,%normal)
{
   if(%col.getType() & $TypeMasks::PlayerObjectType)
        tumble(%col,10000);
}