ok so i put this up at the top for global
Code:
CThrowWeapon = Engine.UObjects['Class AGP.ThrowWeapon']
and then this in postrender;
Code:
WeaponStates = {}
index = 0
WeaponStates[0] = PC.Pawn.Weapon.IsInState(Engine.FNames['DownWeapon'])
WeaponStates[1] = PC.Pawn.Weapon.IsInState(Engine.FNames['Reloading'])
WeaponStates[2] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusyFixingJam'])
WeaponStates[3] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusyReloading'])
WeaponStates[4] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusyTempLowering'])
WeaponStates[5] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusyChangingFireMode'])
WeaponStates[6] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusyRaisingWeapon'])
WeaponStates[7] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusySupporting'])
WeaponStates[8] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusyLoweringWeapon'])
WeaponStates[9] = PC.Pawn.Weapon.IsInState(Engine.FNames['InCrawling'])
WeaponStates[10] = PC.Pawn.Weapon.IsInState(Engine.FNames['Crawling'])
WeaponStates[11] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusySuppressor'])
WeaponStates[12] = PC.Pawn.Weapon.IsInState(Engine.FNames['DownWeapon'])
WeaponStates[13] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusyZooming'])
WeaponStates[14] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusyTempDown'])
WeaponStates[15] = PC.Pawn.Weapon.IsInState(Engine.FNames['BusyProning'])
if (not Engine.IsA(PC.Pawn.Weapon, CThrowWeapon))
and (PC.Pawn.Weapon.eROF ~= 4) then
for index = 0, 15 do
if WeaponStates[index] then //doublecheck (!=NULL) (==true)
PC.Pawn.Weapon.GoToState(Engine.FNames['Idle'])
end
end
end
Doesn't work and makes game 5 fps when gun is up. How did you get it working? The //doublecheck isn't compiling either, so i'm not sure if that was old script or what. Thanks.
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