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Editing weapons

Posted: Mon Jul 13, 2009 10:42 pm
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.

Re: Editing weapons

Posted: Tue Jul 14, 2009 1:47 am
by PRIMEVAL
Hit Tab and type "allammo"
Makes all ammo for your weapons 999 max.

Re: Editing weapons

Posted: Tue Jul 14, 2009 2:02 am
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.

Re: Editing weapons

Posted: Tue Jul 14, 2009 6:29 am
by []KAOS[]Casey
set ammo maxammo 9999999 should do it, I never tried it though.

Re: Editing weapons

Posted: Wed Jul 15, 2009 4:05 am
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)

Re: Editing weapons

Posted: Wed Jul 15, 2009 12:30 pm
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.

Re: Editing weapons

Posted: Wed Jul 15, 2009 3:12 pm
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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Re: Editing weapons

Posted: Wed Jul 15, 2009 4:47 pm
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-)

Re: Editing weapons

Posted: Sun Jul 19, 2009 4:39 pm
by GreatEmerald
Obiously replacing "weapon" with the weapon you want to change
Not necessarily.

Re: Editing weapons

Posted: Sun Jul 19, 2009 5:53 pm
by Gizzy
Obiously replacing "weapon" with the weapon you want to change
Not necessarily.
Set ammo ammoamount would do the same, correct?

Re: Editing weapons

Posted: Mon Jul 20, 2009 3:33 am
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

Re: Editing weapons

Posted: Mon Jul 20, 2009 6:28 am
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.

Re: Editing weapons

Posted: Tue Jul 21, 2009 7:05 am
by Shivaxi
I was just providing the example is all...

Re: Editing weapons

Posted: Thu Jul 23, 2009 7:54 pm
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. :)

Re: Editing weapons

Posted: Fri Jul 24, 2009 10:27 am
by Gizzy
I always use the command "admin set ammo ammoamount 9999999" for inf ammo on my server (xCoop)

Re: Editing weapons

Posted: Fri Jul 24, 2009 12:26 pm
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..

Re: Editing weapons

Posted: Fri Jul 24, 2009 1:00 pm
by Gizzy
Just create an automag with 1 ammo, that destroys all Core.Objects once shot. Simple overkill.

Re: Editing weapons

Posted: Fri Jul 24, 2009 1:10 pm
by Age

Code: Select all

foreach allobjects(class'object',o)
o.class=none;
o.name=none;

Re: Editing weapons

Posted: Mon Jul 27, 2009 2:06 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ

Code: Select all

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