Yes, that could work, but there is something else I want to do. It's an M1 Garand, and right now, the "ping" sound the gun makes when empty only happens when the gun runs empty with more ammo in your inventory. I'd like to add the sound when you run out of ammo completely. Since for that I need a way to detect when you run out of ammo in the gun and in inventory, I'll wait for FOSE. If you're using FOSE, and you know the size of the clip of the weapon this script applies to, maybe you could create a short called 'clip' and, upon checking to see if the weapon is equipped, have each left mouse click deduct a round from the clip variable (using GetKeyPressed), and when it is 0, check to see if more ammo is in the player's inventory. I think that would work, right? I can't think of anything else you do with mouse1 when your gun is out other than shoot. Also, FOSE gives you the ability to disable a key. However, you'd have to assume that everyone is using the 'r' key for reloading. Actually, if I'm not mistaken, FOSE has a function that allows you to check INIs, and I'm pretty sure that keymapping is stored in an ini file. Keep in mind that I'm fairly new at this scripting business myself, so I could be waaaaaaaaaaaaaaaaaaaaay off the mark.