Author Topic: Ammo Mod  (Read 2813 times)

I thought of a simple but useful mod, its easy.
You make a minigame, set your weapons or set your weapon spawn. Then you choose the amount of ammo for each gun you start with and how much can go into a single clip
If its spawned weapon you event it if possible
You also need to put in ammo crates in the mini if you choose to so the event would be
onactivate>self>add ammo> full or a certain amount
But this should only be allowed to work in minigames,
thanks

Wasn't an Ammo mod already made?



Petition Badspot to re-insert the built in Ammo system that the Torque Engine originally came with.

Petition Badspot to re-insert the built in Ammo system that the Torque Engine originally came with.
I'm pretty sure ANY engine would come with this.

If you download the torque 3d demo, it has an example ammo system. However, it's ammo system is based on it's inventory system. Blockland uses a modified inventory system, so even though there seems to be a few of the sample functions still there, they won't work.

However, look at this coment from the sample torque inventory system:
Quote
// This inventory system is totally scripted, no C++ code involved.

Do you know what that means? It means that if you want an ammo system, you must go make it yourself.

However, that also means that if you want a gun to use ammo, the gun must be created specifically so that it CAN use ammo.


Somewhat related:
This guide, linked from a stickied topic in the coding section, mentions that weapon images keep track of two values that are set by the script, by the image states can react to: If it is loaded, and if it has ammo. Each of them are either true or false, and are only changed by scripts, and you must design the weapon's states to use them.

So, to make a gun use ammo, you must have a scripted ammo system, and you must have weapons designed to work with it. No other way to do that.

However, once you have that, depending on how good the ammo system you use is, you can do literally anything with it. Have a gun that uses your adminness as ammunition, so if a SA fires it, they become a regular admin, and if a regular admin fires it they lose their admin completely? Sure, if you want that! Or how about a gun that changes it's ammo type if you have had a streak of 3 kills in one of your last 5 lives? That's possible too.

But a default ammo system wouldn't allow those kinds of things, you would still have to make your own. And there is a great example of one in the torque demo, and you can download it for free off the official site...

I made an ammo mod with pickups a while back, never really polished it enough to release though.

Also, isn't there a ACR and G18 pack with ammo?

Not sure but i'll check but i really just wanted it to be able to make any weapon have ammo (beside melee)

That would be nice for TDm when you can only should 5 rockets.
(No noobspamming anymore)

Also, isn't there a ACR and G18 pack with ammo?
u yea but it sucks ass because you cant really reload the G18.

The Zombie Mod must of had a system to make weapons have ammo. If you can find out how this was done, and add a clip system, then this could work. And I doubt Badspot would re-insert the ammo script, due to the fact that it's a modified inventory system we are dealing with.