I'm making an airhorn addon that just plays an airhorn sound. I'm not good with scripts at all and I really need help.
I basically copied the gun code and removed everything that involved the actual "gun" (like shooting and stuff) and i keep getting a syntax error for a stateSequence in the 3rd state
When I go to start my game/execute the server.cs, this happens

also heres the code to my item
//Airhorn.cs
//audio
datablock AudioProfile(AirhornBlastSound)
{
filename = "./AirhornBlast.wav";
description = AudioClose3d;
preload = true;
};
//////////
// item //
//////////
datablock ItemData(AirhornItem)
{
category = "Item"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./Airhorn.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Gun";
iconName = "./Icon_Airhorn";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = AirHornImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(AirhornImage)
{
// Basic Item properties
shapeFile = "./Airhorn.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 = false;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = false;
//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] = "Reload";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = AirhornBlastSound;
stateName[3] = "Reload";
stateSequence[3] = "Reload";
stateTransitionOnTriggerUp[3] = "Ready";
stateSequence[3] = "Ready";