stateName[0] = "Activate"; stateTimeoutValue[0] = 0.15; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = weaponSwitchSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "Spinup"; stateAllowImageChange[1] = true; stateSequence[1] = "ready"; stateName[2] = "Spinup"; stateAllowImageChange[2] = false; stateTransitionOnTimeout[2] = "Fire"; stateTimeoutValue[2] = 1.00; stateWaitForTimeout[2] = true; //stateSound[2] = minigunShot1Sound; stateSequence[2] = "Spin"; stateTransitionOnTriggerUp[2] = "Ready"; //stateSequenceOnTimeout[2] = "Spin"; stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "Smoke"; stateTimeoutValue[3] = 0.01; stateFire[3] = true; stateAllowImageChange[3] = false; //stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateWaitForTimeout[3] = true; stateEmitter[3] = gunFlashEmitter; stateEmitterTime[3] = 0.01; stateEmitterNode[3] = "muzzleNode"; stateSound[3] = gunShot1Sound; stateEjectShell[3] = true; stateName[4] = "Smoke"; stateEmitter[4] = minigunSmokeEmitter; stateEmitterTime[4] = 0.05; stateEmitterNode[4] = "muzzleNode"; stateTimeoutValue[4] = 0.01; stateTransitionOnTimeout[4] = "Check"; stateName[5] = "Check"; stateTransitionOnTriggerUp[5] = "Slow"; stateTransitionOnTriggerDown[5] = "Fire"; stateName[6] = "Slow"; stateTransitionOnTriggerDown[6] = "Fire"; //stateSequence[6] = "ready"; stateEmitter[6] = minigunSmokeEmitter; stateEmitterTime[6] = 1.00; stateEmitterNode[6] = "muzzleNode"; stateAllowImageChange[6] = false; stateTransitionOnTimeout[6] = "Ready"; stateTimeoutValue[6] = 1.00; stateWaitForTimeout[6] = true;
The weapon has a built-in animation called "Spin"This triggers it:stateSequence[2] = "Spin";