if(%slot == 4 && %val && %player.getMountedImage(1) && %player.getImageState(1) $= "Ready")
{
%player.setImageTrigger(1,1);
%player.playThread(3, leftRecoil);
}
if(%slot == 4 && !%val && %player.getMountedImage(1))
{
%player.setImageTrigger(1,0);
%player.playthread(3, armReadyLeft);
}
When using this code (or for that matter, using player.setImageTrigger(1,1); at all), the trigger's state is almost instantly set back to 0. The only time it seems to still be active is when using player.getImageTrigger(1); in the same line of code.
I'm unsure what causes this -- using the same function for slot 0 stays at 1 until it is commanded to do otherwise.
Any idea what may be causing this?