Reload weapon more ammunition than allowed
Hello, I have a question about a plugin, is it possible to reload ammunition greater than the standard?
That is to say, the AK47, reloading more than 30 bullets, or the M3, more than 8 bullets, etc. I know in reserve if you can up to 999, but I'm not sure if you can reload a gun with custom ammo |
Re: Reload weapon more ammunition than allowed
Well its possible, im not sure is it possible with for example "84" ammo, but i think you can use ammo from other weapons like "30,50,100",
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Re: Reload weapon more ammunition than allowed
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Re: Reload weapon more ammunition than allowed
ReApi & cstrike module can do that.
https://github.com/s1lentq/reapi/blo...medll.inc#L547 https://github.com/s1lentq/reapi/blo...medll.inc#L568 Or you can also use cs_set_user_ammo and cs_set_user_bpammo respectively. If you mean like reload even when you have "full ammo" etc 30/90 and use backpack ammo to reload to 60/90 you can literally fake that with messages and then set his ammo to 60 and remove the amount from bpammo. PHP Code:
or you can directly set_pdata_int( iWeapon, m_fInReload, true ) you can find more info in hlsdk like usual reloadtime you can rebuild it with info from source (idk why nobody bothered to make an excel sheet or something like that for future devs, or at least a wiki page) i guess you can just search in the repo for C(GunNameHere)::reload example: https://github.com/alliedmodders/hls...glock.cpp#L229 also xPaw posted nice info in 2010, I was gonna say that you're gonna have some trouble with the shotguns :D https://forums.alliedmods.net/showthread.php?t=123645 |
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Shotguns have always been a problem in every aspect, I prefer not to get involved in that hahaha |
Re: Reload weapon more ammunition than allowed
It's tough to understand, so if you have ANY amount of bullets left in your clip like even 1, or 6 or 15 or 29 when you reload you should have 31 in an ak47 for example yes?
What if you have 0 and you're reloading, does that mean that you still have 1 in the chamber? It's not the logic per se but how would you implement such a realistic feat in a competitive esports game? I know some sims that do this like ready or not and some other indie combat sims in early alpha on steam, but how would you implement this in 1.6? I guess you could mess with m_fInReload and tasks and hooking curweapon but I doubt it's gonna be anything requested, you'd be wasting time for a niche feature (no offence) in a game where it has no place to exist, if you tell some pub guy that he's gonna have to manually press R when he reaches 0/90 he's gonna lose his mind at the thought he's getting trolled by a 3rd party plugin in a relatively competitive shooter :D |
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There isn't always a solid motivation for a plugin, but it's something I'd like to use in my Zombie Mod or if a "Realistic" mod is made later in CS 1.6, it would surely be included. Quote:
Some are successful and I get support, others are not. |
Re: Reload weapon more ammunition than allowed
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Can you point me to the original post, please? thank you nevermind, added the lsp file to configs. although it doesn't work as i expected. weapon start with different amount of bullets, but you can reload to vanilla. is not set to max as i thought. also max bpm ammo cannot be rebought. plus more issues that make it unusable in an organized context. |
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