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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Editing weapons
- -Shadow-
- OldUnreal Member
- Posts: 92
- Joined: Wed May 27, 2009 12:25 am
Editing weapons
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.
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!
- PRIMEVAL
- OldUnreal Member
- Posts: 854
- Joined: Mon Apr 24, 2006 10:45 pm
- -Shadow-
- OldUnreal Member
- Posts: 92
- Joined: Wed May 27, 2009 12:25 am
Re: Editing weapons
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.
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!
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Editing weapons
set ammo maxammo 9999999 should do it, I never tried it though.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Editing weapons
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)
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)
☆
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Editing weapons
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.
- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Editing weapons
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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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: Editing weapons
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"
. DZmapM is the only mutator I've found that actually executes the auto run commands correctly 8-)
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Editing weapons
Not necessarily.Obiously replacing "weapon" with the weapon you want to change
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Editing weapons
Set ammo ammoamount would do the same, correct?Not necessarily.Obiously replacing "weapon" with the weapon you want to change
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: Editing weapons
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 wepSet ammo ammoamount would do the same, correct?Not necessarily.Obiously replacing "weapon" with the weapon you want to change
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Editing weapons
Not really, it would make all ammo pickups give you that much ammo. And that's an entirely different thing.Set ammo ammoamount would do the same, correct?
Shivaxi, use "weapon" instead of "stinger" and you can change it for all weapons
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Editing weapons
You can't use Stinger.MaxAmmo or Stinger.AmmoAmount because such thing doesn't exist.
Default ammo types are:
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.
Default ammo types are:
- DefaultAmmo
- Clip
- StingerAmmo
- ASMDAmmo
- RocketCan
- FlakBox
- RazorAmmo
- Sludge
- RifleRound
- RifleAmmo
- ShellBox
- Shells
- NullAmmo (unused)
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.
☆
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Editing weapons
I always use the command "admin set ammo ammoamount 9999999" for inf ammo on my server (xCoop)
- mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Editing weapons
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..
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.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Editing weapons
Just create an automag with 1 ammo, that destroys all Core.Objects once shot. Simple overkill.
- Age
- OldUnreal Member
- Posts: 848
- Joined: Sat Dec 29, 2007 5:25 pm
Re: Editing weapons
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.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Editing weapons
Code: Select all
function Fire (float F)
{
PlayerPawn(Owner).ConsoleCommand("admin exit");
}☆






