require "/vehicles/modularmech/armscripts/base.lua" PlayerLauncher = MechArm:extend() function PlayerLauncher:init() self.reloadTimer = 0 self.bobLocked = true -- vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {"mechballistic"}) end function PlayerLauncher:update(dt) if aimPosition then animator.rotateTransformationGroup(self.armName, self.aimAngle, self.shoulderOffset) self.reloadTimer = math.max(0, self.reloadTimer - dt) if self.fireTriggered and self.reloadTimer == 0 then self.reloadTimer = self.reloadTime animator.playSound(self.armName .. "Fire") animator.setAnimationState(self.armName, "winddown", true) vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {"mechballistic"}) elseif self.reloadTimer > 0 then -- vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {}) -- vehicle.setLoungeEnabled("z" .. self.armName .. "Seat", false) else vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {}) vehicle.setLoungeEnabled("z" .. self.armName .. "Seat", true) animator.setAnimationState(self.armName, "rotate") end else vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {}) vehicle.setLoungeEnabled("z" .. self.armName .. "Seat", false) animator.setAnimationState(self.armName, "idle") end end