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Editing weapons

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-Shadow-
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Editing weapons

Post by -Shadow- »

I was playing single player, and I wondered this:
Is it possible to keep on picking up more and more ammo, without the max amount of ammo being in the way? For example, instead of the max amount of ammo being 200 for an automag, it could keep going until about 999 or so?
If this is possible, could someone please tell me how?
I really feel bad about asking so many questions to you guys. Sorry.
Nanodesu!
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PRIMEVAL
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Re: Editing weapons

Post by PRIMEVAL »

Hit Tab and type "allammo"
Makes all ammo for your weapons 999 max.
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-Shadow-
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Re: Editing weapons

Post by -Shadow- »

doh! I didn't mean that! :)
I want it to where you originally start out with 0 ammo, but you can keep on collection more and more ammo. There isn't a max amount that you can hold pretty much.
Nanodesu!
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[]KAOS[]Casey
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Re: Editing weapons

Post by []KAOS[]Casey »

set ammo maxammo 9999999 should do it, I never tried it though.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Editing weapons

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Useful stuff:

Weapon.PickupAmmoCount (speaks for itself)
Ammo.MaxAmmo (maximum ammo; 50-90 for DP/DefaultAmmo, 200 for ASMD/ASMDAmmo, etc.)
Ammo.AmmoAmount (the amount of ammo that you have at the moment, could also possibly be the amount of ammo that you get when you pick up ammo)
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Gizzy
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Re: Editing weapons

Post by Gizzy »

You could always subclass Automag and Ammo, assign the new Automag's AmmoName to the new Ammo and set the Ammo's MaxAmmo to 999. Bit long winded and not very useful for SP mind you.
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DieHard SCWS
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Re: Editing weapons

Post by DieHard SCWS »

Bonekeeper always had a secret area in a map where you could have endless ammo, 10000 on a rifle, 2000 on an eightball or flak, 20000 on a minigun etc. So its possible alright. Just have the ammo pickup set to that. And i am sure its also possible to set it in such a way you can keep gathering ammo, so it will add on each new pickup.
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Shivaxi
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Re: Editing weapons

Post by Shivaxi »

You could always run DZmapM and put in the auto run commands "set weapon maxammo number". Obiously replacing "weapon" with the weapon you want to change the maxammo for and a number for "number" :P. DZmapM is the only mutator I've found that actually executes the auto run commands correctly 8-)
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GreatEmerald
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Re: Editing weapons

Post by GreatEmerald »

Obiously replacing "weapon" with the weapon you want to change
Not necessarily.
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Gizzy
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Re: Editing weapons

Post by Gizzy »

Obiously replacing "weapon" with the weapon you want to change
Not necessarily.
Set ammo ammoamount would do the same, correct?
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Shivaxi
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Re: Editing weapons

Post by Shivaxi »

Obiously replacing "weapon" with the weapon you want to change
Not necessarily.
Set ammo ammoamount would do the same, correct?
no, that'd change it for all your weapons. my method changes it for just the weapon you specify...so yes really. example would be: "set stinger maxammo 9000" which would only modify the max ammo for the Stinger wep
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GreatEmerald
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Re: Editing weapons

Post by GreatEmerald »

Set ammo ammoamount would do the same, correct?
Not really, it would make all ammo pickups give you that much ammo. And that's an entirely different thing.

Shivaxi, use "weapon" instead of "stinger" and you can change it for all weapons :) And that's what ShadowStorm wants.
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Shivaxi
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Re: Editing weapons

Post by Shivaxi »

I was just providing the example is all...
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Editing weapons

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

You can't use Stinger.MaxAmmo or Stinger.AmmoAmount because such thing doesn't exist.

Default ammo types are:
  • DefaultAmmo
  • Clip
  • StingerAmmo
  • ASMDAmmo
  • RocketCan
  • FlakBox
  • RazorAmmo
  • Sludge
  • RifleRound
  • RifleAmmo
  • ShellBox
  • Shells
  • NullAmmo (unused)
All Weapons have a PickupAmmoCount global (duh) variable which defines how much ammo will it have at pickup :) but I don't think it can override the MaxAmmo defined in ThatWeapon.AmmoName.Defaule.MaxAmmo or whatever...

So just use "Set YourAmmoType AmmoAmount 10293847565647382910" or whatever you want. :)
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Thu Jul 23, 2009 7:55 pm, edited 1 time in total.
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Gizzy
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Re: Editing weapons

Post by Gizzy »

I always use the command "admin set ammo ammoamount 9999999" for inf ammo on my server (xCoop)
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mentalhunter
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Re: Editing weapons

Post by mentalhunter »

Yep, you can go up to a maximum ammount of 2147483647, if you try try raising it it will go back to this ammount or will go below 0.
And the only class that allows you to go is a projectiles, not that that really matters right now but, if you higher up a projectiles damage to for example '100000000.000000', it wont do any damage at all, as long as the ammount of 9's you fill keeps at all 9's it still does damage, but as soon as it changes to '100000000.000000'  for example the damage will be written as '0'.
Like anyone would ever need such a ammount but Ok, you never know i guess..
Last edited by mentalhunter on Fri Jul 24, 2009 12:31 pm, edited 1 time in total.
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Gizzy
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Re: Editing weapons

Post by Gizzy »

Just create an automag with 1 ammo, that destroys all Core.Objects once shot. Simple overkill.
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Age
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Re: Editing weapons

Post by Age »

Code: Select all

foreach allobjects(class'object',o)
o.class=none;
o.name=none;
Last edited by Age on Fri Jul 24, 2009 1:10 pm, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Editing weapons

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Code: Select all

function Fire (float F)
{
PlayerPawn(Owner).ConsoleCommand("admin exit");
}
XD
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