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Are these all of the available ammo types?


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Vieni
Member
Join Date: Apr 2018
Old 06-09-2020 , 17:38   Are these all of the available ammo types?
Reply With Quote #1

Tried to look for the ammot types and found this:
HTML Code:
    CS_AMMO_BUCKSHOT   = 0,
    CS_AMMO_9MM        = 1,
    CS_AMMO_556NATO    = 2,
    CS_AMMO_556NATOBOX = 3,
    CS_AMMO_762NATO    = 4,
    CS_AMMO_45ACP      = 5,
    CS_AMMO_50AE       = 6,
    CS_AMMO_338MAGNUM  = 7,
    CS_AMMO_57MM       = 8,
    CS_AMMO_357SIG     = 9
But here's no "ARgrenades"(and I don't know if there are more) in this list. So I'm kinda interested if the ARgrenades ammo type is useable somehow in counter-strike.

Even here the AIDs are not the same:
https://wiki.alliedmods.net/CS_Weapons_Information

Could someone explain me why?
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Old 06-09-2020, 17:49
gabuch2
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condoriano90
Member
Join Date: May 2020
Old 06-10-2020 , 05:36   Re: Are these all of the available ammo types?
Reply With Quote #2

ammo_ARgrenades are for Half-Life and not CS
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Vieni
Member
Join Date: Apr 2018
Old 06-10-2020 , 17:15   Re: Are these all of the available ammo types?
Reply With Quote #3

Quote:
Originally Posted by condoriano90 View Post
ammo_ARgrenades are for Half-Life and not CS
Aight, but isn't there any way to use it? I mean some stuff which officially was not made for 1.6 is usable with it, so it kinda interests me

And does someone know the answer for this?
Quote:
HTML Code:
    CS_AMMO_BUCKSHOT   = 0,
    CS_AMMO_9MM        = 1,
    CS_AMMO_556NATO    = 2,
    CS_AMMO_556NATOBOX = 3,
    CS_AMMO_762NATO    = 4,
    CS_AMMO_45ACP      = 5,
    CS_AMMO_50AE       = 6,
    CS_AMMO_338MAGNUM  = 7,
    CS_AMMO_57MM       = 8,
    CS_AMMO_357SIG     = 9
here the AIDs are not the same:
https://wiki.alliedmods.net/CS_Weapons_Information

Could someone explain me why?
Vieni is offline
gabuch2
AlliedModders Donor
Join Date: Mar 2011
Location: Chile
Old 06-11-2020 , 19:48   Re: Are these all of the available ammo types?
Reply With Quote #4

Quote:
Originally Posted by Vieni View Post
isn't there any way to use it?
Seems you are misunderstanding how ammo types work. It's not like the ammo is actually programmed into the game to be usable, ammo types are just a number to identify themselves, it is the weapon itself that does all the stuff.

Code:
void CMP5::SecondaryAttack( void )
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = 0.15;
		return;
	}

	if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
	{
		PlayEmptySound( );
		return;
	}

	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

	m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
	m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
			
	m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

 	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );

	// we don't add in player velocity anymore.
	CGrenade::ShootContact( m_pPlayer->pev, 
							m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, 
							gpGlobals->v_forward * 800 );

	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 );
	
	m_flNextPrimaryAttack = GetNextAttackDelay(1);
	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.

	if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
		// HEV suit - indicate out of ammo condition
		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
This piece of code from Half-Life's MP5 uses the ARGrenade ammo and creates a grenade.

You could change its ammo type to buckshot and the effect would be the same.
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