Ok, I've having problems with a recent add-on I have released in which I can not spawn the item. The code is below this statement.  
//SemiAutoRifle.cs
//audio
datablock AudioProfile(SemiAutoRifleShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(SemiAutoRiflebulletHitSound)
{
   filename    = "./gunImpact1.wav";
   description = AudioClose3d;
   preload = true;
};
//shell
datablock DebrisData(SemiAutoRifleShellDebris)
{
	shapeFile = "./shell.dts";
	lifetime = 2.0;
	minSpinSpeed = -400.0;
	maxSpinSpeed = 200.0;
	elasticity = 0.5;
	friction = 0.2;
	numBounces = 3;
	staticOnMaxBounce = true;
	snapOnMaxBounce = false;
	fade = true;
	gravModifier = 2;
};
//muzzle flash effects
datablock ParticleData(SemiAutoRifleFlashParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 25;
	lifetimeVarianceMS   = 15;
	textureName          = "./star7_small.png";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.9 0.9 0.9 0.9";
	colors[1]     = "1.0 1.0 1.0 1.0";
	sizes[0]      = 0.5;
	sizes[1]      = 1.0;
	useInvAlpha = false;
};
datablock ParticleEmitterData(SemiAutoRifleFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SemiAutoRifleFlashParticle";
   uiName = "SemiAutoRifle Flash";
};
datablock ParticleData(SemiAutoRifleSmokeParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 525;
	lifetimeVarianceMS   = 55;
	textureName          = "./smoke.png";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.5 0.5 0.5 0.9";
	colors[1]     = "0.5 0.5 0.5 0.0";
	sizes[0]      = 0.15;
	sizes[1]      = 0.15;
	useInvAlpha = false;
};
datablock ParticleEmitterData(SemiAutoRifleSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SemiAutoRifleSmokeParticle";
   uiName = "SemiAutoRifle Smoke";
};
datablock ParticleData(SemiAutoRifleExplosionParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = 1;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 700;
	lifetimeVarianceMS   = 400;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -50.0;
	spinRandomMax		= 50.0;
	colors[0]     = "0.9 0.9 0.9 0.3";
	colors[1]     = "0.9 0.5 0.6 0.0";
	sizes[0]      = 0.25;
	sizes[1]      = 0.75;
	useInvAlpha = true;
};
datablock ParticleEmitterData(SemiAutoRifleExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SemiAutoRifleExplosionParticle";
   useEmitterColors = true;
   uiName = "SemiAutoRifle Hit Dust";
};
datablock ParticleData(SemiAutoRifleExplosionRingParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 50;
	lifetimeVarianceMS   = 35;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 500.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "1 1 0.0 0.9";
	colors[1]     = "0.9 0.0 0.0 0.0";
	sizes[0]      = 1;
	sizes[1]      = 0;
	useInvAlpha = false;
};
datablock ParticleEmitterData(SemiAutoRifleExplosionRingEmitter)
{
	lifeTimeMS = 50;
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SemiAutoRifleExplosionRingParticle";
   useEmitterColors = true;
   uiName = "SemiAutoRifle Hit Flash";
};
datablock ExplosionData(SemiAutoRifleExplosion)
{
   //explosionShape = "";
	soundProfile = bulletHitSound;
   lifeTimeMS = 150;
   particleEmitter = SemiAutoRifleExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;
   emitter[0] = SemiAutoRifleExplosionRingEmitter;
   faceViewer     = true;
   explosionScale = "1 1 1";
   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;
   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
AddDamageType("SemiAutoRifle",   '<bitmap:add-ons/Weapon_SemiAutoRifle/CI_SemiAutoRifle> %1',    '%2 <bitmap:add-ons/Weapon_SemiAutoRifle/CI_SemiAutoRifle> %1',0.2,1);
datablock ProjectileData(SemiAutoRifleProjectile)
{
   projectileShapeName = "add-ons/weapon_gun/bullet.dts";
   directDamage        = 50;
   directDamageType    = $DamageType::SemiAutoRifle;
   radiusDamageType    = $DamageType::SemiAutoRifle;
   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground
   impactImpulse	     = 400;
   verticalImpulse	  = 400;
   explosion           = SemiAutoRifleExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;
   muzzleVelocity      = 100;
   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 = "SemiAutoRifle Bullet";
};
//////////
// item //
//////////
datablock ItemData(SemiAutoRifleItem)
{
	category = "Weapon";  // Mission editor category
	className = "Weapon"; // For inventory system
	 // Basic Item Properties
	shapeFile = "./SemiAutoRifle.dts";
	rotate = false;
	mass = 1;
	density = 0.2;
	elasticity = 0.2;
	friction = 0.6;
	emap = true;
	//gui stuff
	uiName = "SemiAutoRifle";
	iconName = "./icon_SemiAutoRifle";
	doColorShift = false;
	colorShiftColor = "0.25 0.25 0.25 1.000";
	 // Dynamic properties defined by the scripts
	image = SemiAutoRifleImage;
	canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(SemiAutoRifleImage)
{
   // Basic Item properties
   shapeFile = "./SemiAutoRifle.dts";
   emap = true;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );
   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off.  
   correctMuzzleVector = true;
   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";
   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = SemiAutoRifleProjectile;
   projectileType = Projectile;
	casing = SemiAutoRifleShellDebris;
	shellExitDir        = "1.0 -1.3 1.0";
	shellExitOffset     = "0 0 0";
	shellExitVariance   = 15.0;	
	shellVelocity       = 7.0;
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   doColorShift = false;
   colorShiftColor = SemiAutoRifleItem.colorShiftColor;//"0.400 0.196 0 1.000";
   //Raycasting Weapons settings
   raycastWeaponRange = 10000;
   raycastWeaponTargets = $TypeMasks::FxBrickObjectType |	//Targets the weapon can hit: Raycasting Bricks
   				$TypeMasks::PlayerObjectType |	//AI/Players
   				$TypeMasks::StaticObjectType |	//Static Shapes
   				$TypeMasks::TerrainObjectType |	//Terrain
   				$TypeMasks::VehicleObjectType;	//Vehicles
   raycastWeaponPierceTargets = $TypeMasks::PlayerObjectType  |	//Targets the weapon can pierce through: AI/Players
   				$TypeMasks::VehicleObjectType;	//Vehicles
   raycastExplosionProjectile = gunprojectile;
   raycastExplosionSound = ""; //sound played by exploding gunprojectile
   raycastDirectDamage = 30;
   raycastCritDirectDamage = 70;
   raycastDirectDamageType = $DamageType::SemiAutoRifle;
   raycastCritDirectDamageType = $DamageType::SemiAutoRifleHeadshot;
   raycastSpreadCount = 1;
   raycastSpreadAmt = 0; //except for inaccuracy
   raycastTracerProjectile = SemiAutoRifleTrailProjectile;
   raycastCritTracerProjectile = SemiAutoRifleCritTrailProjectile;
   //casing = " ";
   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   // Initial start up state
	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]					= SemiAutoRifleFlashEmitter;
	stateEmitterTime[2]				= 0.05;
	stateEmitterNode[2]				= "muzzleNode";
	stateSound[2]					= SemiAutoRifleShot1Sound;
	stateEjectShell[2]       = true;
	stateName[3] = "Smoke";
	stateEmitter[3]					= SemiAutoRifleSmokeEmitter;
	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";
};
////////////////
//sights image//
////////////////
datablock ShapeBaseImageData(SemiAutoRifleSightsImage)
{
   // Basic Item properties
   shapeFile = "./SemiAutoRifle.dts";
   emap = true;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; "-0.024 6.809 2.275";
   rotation = eulerToMatrix( "0 0 0" );
   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off.  
   correctMuzzleVector = true;
   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";
   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = SemiAutoRifleProjectile;
   projectileType = Projectile;
	casing = SemiAutoRifleShellDebris;
	shellExitDir        = "1.0 -1.3 1.0";
	shellExitOffset     = "0 0 0";
	shellExitVariance   = 15.0;	
	shellVelocity       = 7.0;
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   doColorShift = false;
   colorShiftColor = SemiAutoRifleItem.colorShiftColor;//"0.400 0.196 0 1.000";
   //Raycasting Weapons settings
   raycastWeaponRange = 10000;
   raycastWeaponTargets = $TypeMasks::FxBrickObjectType |	//Targets the weapon can hit: Raycasting Bricks
   				$TypeMasks::PlayerObjectType |	//AI/Players
   				$TypeMasks::StaticObjectType |	//Static Shapes
   				$TypeMasks::TerrainObjectType |	//Terrain
   				$TypeMasks::VehicleObjectType;	//Vehicles
   raycastWeaponPierceTargets = $TypeMasks::PlayerObjectType  |	//Targets the weapon can pierce through: AI/Players
   				$TypeMasks::VehicleObjectType;	//Vehicles
   raycastExplosionProjectile = gunprojectile;
   raycastExplosionSound = ""; //sound played by exploding gunprojectile
   raycastDirectDamage = 45;
   raycastCritDirectDamage = 95;
   raycastDirectDamageType = $DamageType::SemiAutoRifle;
   raycastCritDirectDamageType = $DamageType::SemiAutoRifleHeadshot;
   raycastSpreadCount = 1;
   raycastSpreadAmt = 0; //except for inaccuracy
   raycastTracerProjectile = SemiAutoRifleTrailProjectile;
   raycastCritTracerProjectile = SemiAutoRifleCritTrailProjectile;
   //casing = " ";
   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   // Initial start up state
	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]					= SemiAutoRifleFlashEmitter;
	stateEmitterTime[2]				= 0.05;
	stateEmitterNode[2]				= "muzzleNode";
	stateSound[2]					= SemiAutoRifleShot1Sound;
	stateEjectShell[2]       = true;
	stateName[3] = "Smoke";
	stateEmitter[3]					= SemiAutoRifleSmokeEmitter;
	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";
};
function SemiAutoRifleImage::onMount(%this, %obj, %slot)
{	
	%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}
function SemiAutoRifleImage::onUnMount(%this, %obj, %slot)
{	
	%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}
package SemiAutoRifleSightsSwitch
{
	function armor::onTrigger(%this, %obj, %triggerNum, %val)
	{
		%client = %obj.client;
		if(%triggerNum == 4 && %obj.isImageMounted(SemiAutoRifleImage) && %val && %obj.toolAmmo[%obj.currTool] != 0)
		{
			%newAmmo = %obj.toolAmmo[%obj.currTool];
			%obj.mountImage(SemiAutoRifleSightsImage, 0, 0, 0);
			%obj.toolAmmo[%obj.currTool] = %newAmmo;
		}
		else if(%triggerNum == 4 && %obj.isImageMounted(SemiAutoRifleSightsImage) && %val)
		{
			%newAmmo = %obj.toolAmmo[%obj.currTool];
			%obj.mountImage(SemiAutoRifleImage, 0, 0, 0);
			%obj.toolAmmo[%obj.currTool] = %newAmmo;
		}
		Parent::onTrigger(%this, %obj, %triggerNum, %val);
	}
};
activatePackage(SemiAutoRifleSightsSwitch);
Note that I'm trying to get ironsighst on this weapon enabled. I would really appreciate it if someone can tell me how to fix this/fix it themselves. Thank you.