Description
Individually control weapon reserve independent of "ammo_*" cvars. Primary intent is to let weapon modders set reserve ammo counts without fighting with ammo types (CSS Snipers, L4D1 Shotguns)
Customization
Go to the "/addons/sourcemod/data/l4d_reservecontrol.cfg" file after the plugin has been installed, and edit it.
Data File
PHP Code:
"ReserveControl"
{
// Following weapons can have edited reserves, even with edited ammo types.
/// (except AMMO_TYPE_PISTOL or AMMO_TYPE_PISTOL_MAGNUM, since their ammo is infinite)
// ++ L4D1 Weapons ++
// ------------------
//// Standard
// "weapon_pistol" 999
"weapon_smg" 500
"weapon_pumpshotgun" 72
"weapon_rifle" 360
"weapon_autoshotgun" 90
"weapon_hunting_rifle" 150
// Resets the reserve ammo data, then reload the config.
sm_rc_reload
// Alias of 'sm_rc_reload'
sm_reversecontrol_reload
Changelog
Spoiler
Code:
1.1 (20-Jan-2021)
- Fixed a bug where SM is misled into thinking DHook is a plugin dependancy, rather than an extension.
- Updated the config file:
- - Revised a comment about ammo types. (The phrasing was awful)
- - MP5's reserve ammo count matches the other SMGs (650 --> 500)
- - Fixed the SG552's forgotten inclusion, its now present in the config file by default.
- Likely the final update for this plugin; its already finished to me now, and aged fine.
1.0a (12-Sep-2021)
- Released on AlliedModders.
Weapons via the give command won't spawn with the correct reserve counts till an ammo pile is used. Not sure why this happens, but its really minor practically.
If other plugins that edit reserve ammo are also present, their functionalities may conflict and fight with this plugin!
Unfortunately preventing this is simply not possible, every plugin is vastly different from each other in implementation.
Installing
Extract the .zip file's folders into /addons/sourcemod.
Last edited by Orinuse; 01-19-2022 at 15:56.
Reason: v1.1 - thread title and other details