@xplosys:
It sounds to me like the PLAYERDROPCURRENT command is exactly like the playerdrop command, in that it must be used within a script attached to a weapon pickup. The PLAYERDROP command auto-incremented the script's state value, so I'm assuming that's what is keeping this from jumping the script out of line for weapons that are not being used by the player.
Here's a small example script you can look at:
;Artificial Intelligence Script
; PickupCanDrop.FPI - Edited by Plystire
;Header
desc = Pickup Item (can drop - press H) [MUST USE PHYSICS ALWAYS ON]
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pickedupanitem.tga,hudname=itemprompt,hudhide=1,hudmake=display,state=10,coloff
:state=10,plrdistwithin=40:state=1,playertake,plrsound=$0,hudshow=itemprompt,hudfadeout=itemprompt
;playerdrop when press H key causes an automatic increment of the state value
:state=1,scancodekeypressed=35:playerdropcurrent
:state=2,plrdistfurther=45:state=10
;End of Script
Notice that the script does not immediately go to state 2 anywhere in the script. That's because the playerdrop(current) command increases the state on its own.
Hope that helped.
The one and only,