Author Topic: Can anyone explain the item state system?  (Read 541 times)

I've looked around using search and i couldn't find any documentation about the item state system

edit: thanks for the quick help

i have a few questions:
1) Is there any site that lists all the possible item state modifiers? Like stateScript or stateTransitionOnTriggerDown?
2) What is stateSequence, and when do you use it?
3) How does stateTransitionOn(No)Ammo work? I couldn't find any value or whatever that clearly controls whether or not the item has ammo.
4) Specific bug with the code linked below. I want the Civilian Blaster/StormBlasterBlueItem to be semi-auto (which is done), but when I mash the fire button the sound from the Fire state still plays even if the delay between shots isn't up. You can see what I mean by joining my dedicated server, "Conan's ...".
http://puu.sh/mEIWA/093b700592.txt


Any info that's posted will probably go into some basic documentation on item states here in the OP, if it doesn't already exist. :) see first post
Keywords: Weapon state, item states, weapon states, image state, image states
« Last Edit: January 21, 2016, 09:57:30 PM by Conan »


well, that's perfect. answers #1-3. thanks otto-san :D

id still like help with #4, if anyone could provide any commentary. as far as I know there's nothing in the script that should make it play the firing sound on click, if it can't actually fire a projectile.

minShotTime is set to 200 which is equal to 0.20 seconds, but the fire rate of the weapon is 0.02 which means that minShotTime should be set to 20.
« Last Edit: January 21, 2016, 09:22:44 PM by pwnfulz »

thanks, totally missed that. i thought the equip/deequip exploit was fixed by having Activate have a delay before going into ready