The reload sequence.Which would probably be sequence 9.
projectileShapeName = "add-ons/weapon_gun/bullet.dts"; directDamage = 30; directDamageType = $DamageType::PPSH; radiusDamageType = $DamageType::PPSH; brickExplosionRadius = 0; brickExplosionImpact = true; //destroy a brick if we hit it directly? brickExplosionForce = 10; brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy brickExplosionMaxVolumeFloati ng = 2; //max volume of bricks that we can destroy if they aren't connected to the ground impactImpulse = 400; verticalImpulse = 400; explosion = PPSHExplosion; particleEmitter = ""; //bulletTrailEmitter; muzzleVelocity = 90; velInheritFactor = 1; armingDelay = 00; lifetime = 4000; fadeDelay = 3500; bounceElasticity = 0.5; bounceFriction = 0.20; isBallistic = false; gravityMod = 0.0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; uiName = "PPSH Bullet";
Im sorry that didnt help :[Here ill give you the portion of the script Put the one/s that i need to modify in Bold
stateName[0] = "Activate"; stateTimeoutValue[0] = 0.15; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = weaponSwitchSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateSequence[1] = "Ready"; stateName[2] = "Fire"; stateTransitionOnTimeout[2] = "Smoke"; stateTimeoutValue[2] = 0.14; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateWaitForTimeout[2] = true; stateEmitter[2] = PPSHFlashEmitter; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = "muzzleNode"; stateSound[2] = PPSHShot1Sound; stateEjectShell[2] = true; stateName[3] = "Smoke"; stateEmitter[3] = PPSHSmokeEmitter; stateEmitterTime[3] = 0.05; stateEmitterNode[3] = "muzzleNode"; stateTimeoutValue[3] = 0.01; stateTransitionOnTimeout[3] = "Reload"; stateName[4] = "Reload"; stateSequence[4] = "Reload"; stateTransitionOnTriggerUp[4] = "Ready"; stateSequence[4] = "Ready";
Completely remove sequence four.