Author Topic: Ammo = " "?  (Read 2024 times)

In every weapon image datablock, there's an ammo field. In each case I've seen it, it's been like so:

Code: [Select]
datablock ShapeBaseImageData(gunImage)
{
...blahblah...
   ammo = " ";
...blahblah...
};

Allways set to space.

Does anybody know what this is used for?
« Last Edit: March 12, 2010, 12:18:56 PM by BobAndRob »

For the Torque FPS example crossbow it's set to an item giving the player a certain amount of Crossbow Bolts. (something lets you hold more than one of an item in a slot)

There's references to a "DryFire" state in the Rocket Launcher but it isn't used.


Interesting...

Can we make ammo. For are gunz.
AND YOUR TELLLING S THIS NOW!

Can we make ammo. For are gunz.
AND YOUR TELLLING S THIS NOW!
It isn't just as easy as setting the variable.

I'll post my odd ammo script for you in a separate topic.


The "Support_AmmoGuns" script included in various mods (Bushido's tiered set, TF2 basic guns, .880 Rifle) supports weapons having a limited clip size and reload functions but doesn't use any physical 'item'. It has to be implemented into every specific weapon using it with image states rather than some general one like Rotondo's zombies ammo mod as it would probably break any kind of special weapon or ones with alternate firing. (e.g. spread machine guns)