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Originally Posted by MaloModo
Regarding the ammo bug. I have tried a number of different weapons both stock weapon slot 0 and 1 and switching around their slots with arg etc. Windows box at home and linux - all buggy - spawn sometimes 24, sometimes 36 etc. I even tried the limiting ammo attribute etc without any lasting success. Hope someone can get this fixed as of right now have nerfed 2 bosses The other thing should mention is only seems to work with the first ability # when assigning new weapon ( for instance if you set (ability1) shotgun on full rage, but then set it for, say pistol, on death (-1) (ablility2) it will still only choose shotty on death..if you reverse the order of "ability#" if will always assign the pistol.
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I've noticed earlier that attributes seems to be ignored at the moment on weapon1, etc... This means that things that don't work on weapon1 may still work on rage_new_weapon.
Although rage_new_weapon accepts the slot to put the weapon in for the player, I'm not so sure TF2 actually honors it. After all, the slots are hard-coded into the weapon index.. TF2Items doesn't actually have a setting which allows you to select a slot. Having said that, make sure you're using the Engineer shotgun (index 9) if you want a primary shotgun.
I've glanced at the code for rage_new_weapon. The ammo restriction works by manually setting m_iClip1, then checking m_iPrimaryAmmoType and using it as an offset into the m_iAmmo table of the player entity.
I haven't played around with it, but it certainly seems that this should work.
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