Author Topic: Skip a state when mounting?  (Read 1155 times)

So I have this in my weapon datablock:
Code: [Select]
stateName[0] = "Activate";
stateTimeoutValue[0] = 1.0;
stateTransitionOnTimeout[0] = "Ready";
stateScript[0] = "onActivate";
stateSequence[0] = "Switch_In";

Notice the "Switch_In" sequence. I like this to play when the weapon is mounted, but only under certain conditions. I did the Switch_In sound this way (using onMount) but there doesn't seem to be a way to just play a sequence.

Is there any way to set an item's current state, or anything like that?

Not that I know of. It would be so useful if we could set image states tho.

You can kinda do it with the ammo states, as there is a function for that.

You can kinda do it with the ammo states, as there is a function for that.
Please do go on

Im doing this completly from memory and im also not a weapon maker, but anyway...

You set one state as your ammo state, and if you call a function, ammo state gets called. Not sure what more there is to explain really.

edit: may have misinterpreted the op, but idk if what you are asking would be possible
« Last Edit: May 26, 2014, 11:17:47 PM by Wrapperup »

Thanks!

If anyone from the distant future of the year 2462 is wondering, I managed to do it by using the stateTransitionOnNoAmmo[] variable and setImageAmmo to determine when it should skip.