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[TF2] Advanced Infinite Ammo


  
 
 
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Tylerst
Veteran Member
Join Date: Oct 2010
Old 07-27-2015 , 23:23   Re: [TF2] Advanced Infinite Ammo
Reply With Quote #11

Quote:
Originally Posted by Pala4 View Post
Went lag showered errors

L 07/27/2015 - 23:03:57: [SM] Displaying call stack trace for plugin "AdvancedInfiniteAmmo.smx":
L 07/27/2015 - 23:03:57: [SM] [0] Line 1323, /home/forums/content/files/9/4/3/2/5/146949.attach::SetSniperRifleCharge()
L 07/27/2015 - 23:03:57: [SM] [1] Line 1150, /home/forums/content/files/9/4/3/2/5/146949.attach::GiveInfiniteAmmo()
L 07/27/2015 - 23:03:57: [SM] [2] Line 688, /home/forums/content/files/9/4/3/2/5/146949.attach::SDKHooks_OnPreThink()
L 07/27/2015 - 23:03:58: [SM] Native "SetEntPropFloat" reported: Property "m_flChargedDamage" not found (entity 781/tf_weapon_compound_bow)
Whoops, forgot to separate the bows from the sniper rifles. This'll be an issue in the main plugin as well, I'll upload a fix for both here shortly.
See post below

Quote:
Originally Posted by Horsedick View Post
Does the menu save in client prefs?
No, that's not what it was intended for. Some of the versions posted by others had a separate command that did the opposite of sm_aia_ammonly. I liked the idea, but instead of replicating that I decided to do it this way with more options than just ammo.

More to the point, this is an admin only thing. I feel clientprefs would only make sense if players could set their own flags.

Bottom line, it wasn't meant for permanent changes, just some extra utility when needed.


Quote:
Originally Posted by Horsedick View Post
If not can you make it do that if needed?
I plan to add an AIA_SetAmmoFlags Native, which combined with the current AIA_GetAmmoFlags should allow a third party plugin to do that if you absolutely need that functionality.

Last edited by Tylerst; 07-28-2015 at 00:23.
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