| Blockland Forums > Modification Help |
| Ammoguns: Reloading isnt working?{Help please D:} |
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| takato14:
Ok, I made a weapon that reloads using the Support_Ammoguns.cs script, and Im having a problem. My gun isnt reloading. It doesnt reload when I press L or if i just keep shooting and I dont know whats going on. I made reload animations for the model but the Weapon Image isnt working right. Here is all the code I have that involves The ammoguns script: --- Code: ---stateName[0] = "Activate"; stateTimeoutValue[0] = 0.62; 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] = gunFireSound; stateName[3] = "Delay"; stateTransitionOnTimeout[3] = "FireLoadCheckA"; stateTimeoutValue[3] = 0.078; stateEmitter[3] = gunSmokeEmitter; stateEmitterTime[3] = 0.05; 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] = 0.3; stateScript[7] = "onReloadStart"; stateTransitionOnTimeout[7] = "ReloadB"; stateWaitForTimeout[7] = true; StateSequence[7] = "Reload1"; stateSound[7] = MPTDGReloadSound; stateName[8] = "ReloadB"; stateTimeoutValue[8] = 1.69; stateTransitionOnTimeout[8] = "Reloaded"; stateWaitForTimeout[8] = true; StateSequence[8] = "reload2"; //stateSound[8] = ""; stateName[9] = "Reloaded"; stateTimeoutValue[9] = 0.5; stateScript[9] = "onReloaded"; stateTransitionOnTimeout[9] = "Ready"; 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] = "FireLoadCheckA"; stateScript[12] = "onLoadCheck"; stateTimeoutValue[12] = 0.01; stateTransitionOnTimeout[12] = "FireLoadCheckB"; stateName[13] = "FireLoadCheckB"; stateTransitionOnAmmo[13] = "Smoke"; stateTransitionOnNoAmmo[13] = "ReloadSmoke"; }; --- End code --- I also have these functions below the Weapon Image: --- Code: ---function MPTDGImage::onFire(%this,%obj,%slot) { if(%obj.getDamagePercent() < 1.0) %obj.playThread(2, plant); %projectile = %this.projectile; %spread = 0.0007; %shellcount = 1; for(%shell=0; %shell<%shellcount; %shell++) { %vector = %obj.getMuzzleVector(%slot); %objectVelocity = %obj.getVelocity(); %vector1 = VectorScale(%vector, %projectile.muzzleVelocity); %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor); %velocity = VectorAdd(%vector1,%vector2); %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %velocity = MatrixMulVector(%mat, %velocity); %p = new (%this.projectileType)() { dataBlock = %projectile; initialVelocity = %velocity; initialPosition = %obj.getMuzzlePoint(%slot); sourceObject = %obj; sourceSlot = %slot; client = %obj.client; }; MissionCleanup.add(%p); } return %p; } function MPTDGImage::onMount(%this, %obj, %slot) { %obj.hidenode("RHand"); %obj.hidenode("LHand"); } function MPTDGImage::onUnMount(%this, %obj, %slot) { %obj.unhidenode("RHand"); %obj.unhidenode("LHand"); } function MPTDGImage::onLoadCheck(%this,%obj,%slot) { if(%obj.toolAmmo[%obj.currTool] <= 0) %obj.setImageAmmo(%slot,0); else %obj.setImageAmmo(%slot,1); } function MPTDGImage::onReloaded(%this,%obj,%slot) { %obj.toolAmmo[%obj.currTool] = 40; %obj.setImageAmmo(%slot,1); } --- End code --- I also have the max ammo and canReload attributes in the item image. What am I doing wrong here? |
| takato14:
D: Does anyone know what to do? bump x_x |
| takato14:
T_T come on! Bump, again x_x |
| takato14:
Why do I have to keep bumping this? Ammoguns is used a LOT. SOMEONE has to know what im doing wrong! D:> |
| takato14:
. . . Is it just that hard to figure out, or do you all hate me? Whoever helps me out with this WILL get credit in the release; please help??? |
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