| Blockland Forums > Modification Help |
| Reload Script Help |
| (1/1) |
| RedGajin:
So, i was editing some guy's gun script, and i decided to put in a reload function. I copied one from the Tier Tactical script because that one didn't have any custom animations. I put it in, changed the names, made sure the sounds were there, but its not working. All im getting is the sounds, no animations. --- Code: --- stateName[0] = "Activate"; stateTimeoutValue[0] = 0.05; stateTransitionOnTimeout[0] = "LoadCheckA"; 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; stateSound[2] = SubmachineGunLowDamageSound; stateName[3] = "Delay"; stateTransitionOnTimeout[3] = "FireLoadCheckA"; stateTimeoutValue[3] = 0.03; stateEmitter[3] = gunSmokeEmitter; stateEmitterTime[3] = 0.03; stateEmitterNode[3] = "muzzleNode"; stateName[4] = "LoadCheckA"; stateScript[4] = "onLoadCheck"; stateTimeoutValue[4] = 0.01; stateTransitionOnTimeout[4] = "LoadCheckB"; stateName[5] = "LoadCheckB"; stateTransitionOnAmmo[5] = "Ready"; stateTransitionOnNoAmmo[5] = "Reload"; stateName[6] = "Reload"; stateTimeoutValue[6] = 1.2; stateScript[6] = "onReloadStart"; stateTransitionOnTimeout[6] = "Wait"; stateWaitForTimeout[6] = true; stateSound[6] = PistolClickSound; stateName[7] = "Wait"; stateTimeoutValue[7] = 0.8; stateSound[7] = MagazineOutSound; stateScript[7] = "onReloadWait"; stateTransitionOnTimeout[7] = "Reloaded"; stateName[8] = "FireLoadCheckA"; stateScript[8] = "onLoadCheck"; stateTimeoutValue[8] = 0.01; stateTransitionOnTimeout[8] = "FireLoadCheckB"; stateName[9] = "FireLoadCheckB"; stateTransitionOnAmmo[9] = "Smoke"; stateTransitionOnNoAmmo[9] = "ReloadSmoke"; stateName[10] = "Smoke"; stateEmitter[10] = gunSmokeEmitter; stateEmitterTime[10] = 0.3; stateEmitterNode[10] = "muzzleNode"; stateTimeoutValue[10] = 0.2; stateTransitionOnTimeout[10] = "Ready"; stateTransitionOnTriggerDown[10] = "Fire"; stateName[11] = "ReloadSmoke"; stateEmitter[11] = gunSmokeEmitter; stateEmitterTime[11] = 0.3; stateEmitterNode[11] = "muzzleNode"; stateTimeoutValue[11] = 0.2; stateTransitionOnTimeout[11] = "Reload"; stateName[12] = "Reloaded"; stateTimeoutValue[12] = 0.01; stateScript[12] = "onReloaded"; stateTransitionOnTimeout[12] = "Ready"; }; --- End code --- The reload animations --- Code: ---function WMDImage::onReloadStart(%this,%obj,%slot) { %obj.toolAmmo[%obj.currTool] = 0; %obj.playThread(2, wrench); } function WMDImage::onReloadWait(%this,%obj,%slot) { %obj.playThread(2, activate); } function WMDImage::onReloaded(%this,%obj,%slot) { %obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo; %obj.setImageAmmo(%slot,1); } function WMDImage::onUnMount(%this,%obj,%slot) //Whats this? { %obj.playThread(2, root); } --- End code --- Any suggestions? |
| RedGajin:
Tried deleting the function WMDImage::onUnMount(%this,%obj,%slot) didn't do anything (didn't really expect an out come though.) |
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