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:
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";
};
I also have these functions below the Weapon Image:
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);
}
I also have the max ammo and canReload attributes in the item image. What am I doing wrong here?