Well, apparently it refuses to execute because there seems to be a syntax error on Line 154, but i don't know where. I've marked where the 'pound' signs are too.
// | Name: Flashlight
// | Author(s): Psycho & Amade
// | Version: 1.0
datablock ParticleData(FlashlightExplosionParticle)
{
dragCoefficient = 0;
gravityCoefficient = 0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 10;
lifetimeVarianceMS = 0;
textureName = "";
spinSpeed = 0;
spinRandomMin = 0;
spinRandomMax = 0;
colors[0] = "0.9 0.9 0.9 0.5";
sizes[0] = 1.00;
useInvAlpha = true;
};
datablock ParticleEmitterData(FlashlightExplosionEmitter)
{
ejectionPeriodMS = 0;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 0;
phiReferenceVel = 0;
phiVariance = 0;
overrideAdvance = false;
particles = "FlashlightExplosionParticle";
useEmitterColors = true;
};
datablock ExplosionData(FlashlightExplosion)
{
lifeTimeMS = 150;
particleEmitter = FlashlightExplosionEmitter;
particleDensity = 5;
particleRadius = 0.2;
faceViewer = true;
explosionScale = "1 1 1";
};
datablock ProjectileData(FlashlightProjectile)
{
projectileShapeName = "";
directDamage = 0;
directDamageType = $DamageType::Flashlight;
radiusDamageType = $DamageType::Flashlight;
brickExplosionRadius = 0;
brickExplosionImpact = false;
impactImpulse = 400;
verticalImpulse = 400;
explosion = FlashlightExplosion;
particleEmitter = "";
muzzleVelocity = 200;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
datablock ItemData(FlashlightItem)
{
category = "Weapon";
className = "Weapon";
shapeFile = "./flashlight.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
uiName = "Flashlight";
iconName = "./icon_flashlight";
doColorShift = false;
image = flashlightImage;
canDrop = true;
};
datablock ShapeBaseImageData(FlashlightImage)
{
raycastWeaponRange = 50;
raycastWeaponTargets = ($TypeMasks::FxBrickObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::VehicleObjectType);
raycastDirectDamage = 0;
raycastDirectDamageType = $DamageType::Flashlight;
raycastExplosionProjectile = FlashlightProjectile;
mountPoint = 0;
offset = "0 0 0";
eyeOffset = 0;
rotation = eulerToMatrix( "0 0 0" );
correctMuzzleVector = true;
className = "WeaponImage";
item = BowItem;
ammo = " ";
projectile = flashlightProjectile;
projectileType = Projectile;
melee = false;
armReady = true;
doColorShift = true;
colorShiftColor = flashlightItem.colorShiftColor;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateSequence[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateWaitForTimeout[2] = true; //stuff from console starts below.
^stateTimeoutValue[2] = 0.04;
^stateFire[2] = true;
^stateAllowImageChange[2] = false;
^stateScript[2] = "onFire";
^stateName[4] = "Reload";
^stateAllowImageChange[4] = false;
^stateTransitionOnTriggerUp[4] = "Ready";
^stateSequence[4] = "Ready";## //LOLSYNTAX