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Author Topic: Oddity regarding custom ammo  (Read 1063 times)

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Offline Troggy Hordesman

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Oddity regarding custom ammo
« on: November 09, 2013, 02:43:34 PM »
I recently decided to go from a simplified ammo system to a more complex one. In the past, I only used the custom ammo for flamer fuel
and syringes, but now I decided to change it to make ammunition more scarce and the game more tactical overall. However, I seem to have ran into a few problems working with this. My list looks currently like this:

Code: [Select]
//5.56
item_customammo1_model "models/items/box_oicw.mdl"
item_customammo1_quantity "100"
sk_max_customammo1  "300"

//7.62
item_customammo2_model "models/items/magazine_ak47.mdl"
item_customammo2_quantity "30"
sk_max_customammo2  "200"

//50BMG
item_customammo3_model "models/items/boxsrounds.mdl"
item_customammo3_quantity "10"
sk_max_customammo3  "20"

//Gauss Rounds
item_customammo4_model "models/items/item_gaussammo.mdl"
item_customammo4_quantity "40"
sk_max_customammo4  "120"

//.338
item_customammo5_model "models/items/boxsrounds.mdl"
item_customammo5_quantity "10"
sk_max_customammo5  "50"

//Syringes
item_customammo6_model "models/items/boxsrounds.mdl"
item_customammo6_quantity "9"
sk_max_customammo6  "9"

//Flamer Fuel
item_customammo7_model "models/items/boxsrounds.mdl"
item_customammo7_quantity "300"
sk_max_customammo7  "600"

//.45 ACP
item_customammo8_model "models/items/magazine_colt1911.mdl"
item_customammo8_quantity "14"
sk_max_customammo8  "250"

//5.45
item_customammo9_model "models/items/magazine_p90.mdl"
item_customammo9_quantity "50"
sk_max_customammo9 "400"

The strange thing is, some of the later ones seem to tap into the earlier ones for max ammo data, but still remain separate types. For example, I can carry 20 BMG rounds, and due to the error, 20 .45 ACP rounds, but the they are still regarded as separate ammo pools. Any way to fix this?
My behind is behind me, always watching.

Offline Counter-Life™

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Re: Oddity regarding custom ammo
« Reply #1 on: November 09, 2013, 03:02:44 PM »
Custom Ammo 6 to 10 are broken and don't work, cuz their code is uncomplete.

Offline Troggy Hordesman

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Re: Oddity regarding custom ammo
« Reply #2 on: November 09, 2013, 03:20:22 PM »
Thanks, I will lower the types I use a bit more.
My behind is behind me, always watching.

Offline gpgpgpgp

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Re: Oddity regarding custom ammo
« Reply #3 on: November 09, 2013, 03:23:49 PM »
It's possible that sk_max_customammo stuff may have been written in another cfg file, and is "autoexec"ed.
Place your lines in autoexec.cfg and skill.cfg, and Ctrl+F "sk_max_customammo" in notepad in other cfg files.


BTW, in my SMOD version, Custom Ammo 1 to 5, 7 and 8 works perfectly well, but 6,9,10 seem to ignore max ammo limits.
They're either grenades or alt fire ammo... This could be a reason.
« Last Edit: November 09, 2013, 03:56:57 PM by gpgpgpgp »