The animation either doesn't stop, or when I try to make it stop, it doesn't work...
I have tried and tried, so I am asking forum members to please stop and help me

//ForcePull.cs
datablock AudioProfile(ForcePullFireSound)
{
filename = "./sound/Pull.wav";
description = AudioClose3d;
preload = true;
};
//ForcePull trail
datablock ParticleData(ForcePullWandParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "./particles/snowflake";
//animTexName = " ";
// Interpolation variables
colors[0] = "0.75 0.75 1 0.7";
colors[1] = "0.75 0.75 1 0.5";
colors[2] = "0.5 0.5 1 0.3";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};
datablock ParticleEmitterData(ForcePullWandEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 0.1; //0.25;
velocityVariance = 0.1; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = ForcePullWandParticle;
};
datablock ParticleData(ForcePullWandParticleB)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "./particles/snowflake";
//animTexName = " ";
// Interpolation variables
colors[0] = "0.75 0.75 1 0.7";
colors[1] = "0.75 0.75 1 0.5";
colors[2] = "0.5 0.5 1 0.3";
sizes[0] = 0.7;
sizes[1] = 0.9;
sizes[2] = 0.5;
times[0] = 0.1;
times[1] = 0.2;
times[2] = 1.0;
};
datablock ParticleEmitterData(ForcePullWandEmitterB)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0.1; //0.25;
velocityVariance = 0.1; //0.10;
ejectionOffset = 0.2;
thetaMin = 0.0;
thetaMax = 90.0;
particles = ForcePullWandParticleB;
};
datablock ParticleData(ForcePullTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/ring";
//animTexName = " ";
// Interpolation variables
colors[0] = "0.0 0.0 1 0.7";
colors[1] = "0.25 0.0 1 0.5";
colors[2] = "0.5 0.0 1 0.3";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};
datablock ParticleEmitterData(ForcePullTrailEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = ForcePullTrailParticle;
};
//effects
datablock ParticleData(ForcePullExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "./particles/snowflake";
//animTexName = "~/data/particles/cloud";
// Interpolation variables
colors[0] = "0.0 0.0 1 0.9";
colors[1] = "0.25 0.0 1 0.0";
sizes[0] = 6.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(ForcePullExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
lifeTimeMS = 21;
ejectionVelocity = 8;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "ForcePullExplosionParticle";
};
datablock ParticleData(ForcePullExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "./particles/snowflake";
//animTexName = "~/data/particles/cloud";
// Interpolation variables
colors[0] = "0.0 0.0 1.0 1.0";
colors[1] = "0.25 0.0 1.0 0.0";
sizes[0] = 1.5;
sizes[1] = 1.5;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(ForcePullExplosionEmitter2)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
lifetimeMS = 7;
ejectionVelocity = 15;
velocityVariance = 5.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "ForcePullExplosionParticle2";
};
//
//
//
//
//
datablock ExplosionData(ForcePullExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
soundProfile = ForcePullExplosionSound;
emitter[0] = ForcePullExplosionEmitter;
emitter[1] = ForcePullExplosionEmitter2;
//particleDensity = 30;
//particleRadius = 1.0;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 15.0;
// Dynamic light
lightStartRadius = 6;
lightEndRadius = 3;
lightStartColor = "0.0 0.0 1 1";
lightEndColor = "0.25 0.0 1.0 0";
//impulse
impulseRadius = 3;
impulseForce = -6250;
//radius damage
radiusDamage = 1;
damageRadius = 1;
};
//projectile
AddDamageType("RocketDirect", '<bitmap:add-ons/ci/rocket> %1', '%2 <bitmap:add-ons/ci/rocket> %1',1,1);
AddDamageType("RocketRadius", '<bitmap:add-ons/ci/rocketRadius> %1', '%2 <bitmap:add-ons/ci/rocketRadius> %1',1,0);
datablock ProjectileData(ForcePullProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 1;
directDamageType = $DamageType::rocketDirect;
radiusDamageType = $DamageType::rocketRadius;
impactImpulse = -6250;
verticalImpulse = 1;
explosion = ForcePullExplosion;
particleEmitter = ForcePullTrailEmitter;
brickExplosionRadius = 3;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 50;
brickExplosionMaxVolume = 400;
muzzleVelocity = 70;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 20000;
fadeDelay = 19500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0.20;
hasLight = true;
lightRadius = 3.0;
lightColor = "0.25 0.0 1";
};
//////////
// item //
//////////
datablock ItemData(ForcePullItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "Add-Ons/Shapes/hand.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Force Pull";
iconName = "base/client/ui/ItemIcons/wand";
doColorShift = true;
colorShiftColor = "0.0 0.0 1.0 1.0";
// Dynamic properties defined by the scripts
image = ForcePullImage;
canDrop = true;
};
//function ForcePull::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ForcePullImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Shapes/hand.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
//eyeOffset = "0.1 0.2 -0.55";
// 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 = ForcePullItem;
ammo = " ";
projectile = ForcePullProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.25 0.0 1 1.000";
// 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateScript[0] = "onActivate";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateEmitter[1] = ForcePullWandEmitter;
stateEmitterTime[1] = 1000;
stateScript[1] = "onReady";
stateAllowImageChange[1] = true;
stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2] = 1;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2] = "onCharge";
stateAllowImageChange[2] = false;
stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;
stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateEmitter[4] = ForcePullWandEmitterB;
stateEmitterTime[4] = 0.2;
stateAllowImageChange[4] = false;
stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.15;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateEmitter[5] = ForcePullWandEmitter;
stateEmitterTime[5] = 1;
stateAllowImageChange[5] = false;
stateSound[5] = ForcePullFireSound;
};
function ForcePullImage::onFire(%this,%obj,%slot)
{
%obj.schedule(3000,0,playthread,armreadyleft,0);
}
function ForcePullImage::onFire(%this, %obj, %slot)
{
%nrg = %obj.getEnergyLevel();
if(50 <= %nrg) {
%obj.setEnergyLevel(%nrg - 50);
commandtoClient(%obj.client,'bottomprint',"<just:center> \c1 Force Power:[" @ mFloor(%obj.getEnergyLevel()) @ "/" @ %obj.getDataBlock().maxenergy @ "]",2);
}
else {
commandtoClient(%obj.client,'bottomprint',"<just:center> \c1[Not Enough Force Power - " @ mFloor(%nrg) @"/"@ %obj.getDataBlock().maxenergy @"]",2);
return;
}
Parent::onFire(%this, %obj, %slot);
}