Hmm, couldn't you just ignore the whole "weapon" issue?
Why not simply file an "entity?"
Meaning using the scankeycodepressed= thingy, instead of the weapon thingy?
A bit confusing, but bear with me.
All entities can become teleports, even enemies. This means that if you have two skulls behind you, they can have their ifused= values to eachother so. The big problem is getting an entity to face the direct you are facing.
Doing an
:activated=1:state=1,followplr
:state=1,activated=1,key=*:state=2
:state=2,noraycast=10 0:movefore=10
:state=2,raycast=10 0:state=3
:state=3:activateifused=1,activate=0
:playerdistwithin=100:plrteleportifused,activateifused=1
:activated=1:state=1,followplr
:state=1,activated=1,key=*:state=2
:state=2,noraycast=10 0:movefore=10
:state=2,raycast=10 0:state=3
:state=3:activated=0
As I said, the initial problem is getting the entity to look where you're looking. If you "lock" the player using a "vehicle" method I mentioned a long time ago, using the a and d keys to turn left and right, you could easily keep the entitys looking in the right direction, but it'll kill the gameplay a bit.
Either way, what you're doing seems to be the "best" way to get FPSC to "shut up and do what I tell you"... but I figure that spreading ideas helps us all
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