Author Topic: Code for Rotondo's Ammo Mod  (Read 1550 times)


Look at existing weapons that use it. SolarFlare's Revolver is a good example.

Look at existing weapons that use it. SolarFlare's Revolver is a good example.
Okay Thanks!

EDIT: hm... Might Try looking at the 880 Rifle too?

Any Zombies ammo compatible weapon, really.

Any Zombies ammo compatible weapon, really.
I did the "Code", but now my weapon doesn't appear on the list
how can i fix that?

I have no idea what you did and therefore no idea how to go about fixing it.

I have no idea what you did and therefore no idea how to go about fixing it.
:/ thanks anyway

EDIT: it was a weapon that could headshot people... i ve checked the AWM script before making the weapon, so is the "Headshot" interfering with it?
« Last Edit: October 23, 2009, 06:17:28 PM by Khain »

Another reference to the code you can use/add at weapons:
It depends if they overwrite the onfire method or not.

If they don't it's as simple as adding this:

$zombie::ammo::Gun[$zombie::ammo::Listcount++] = YourWeaponProjectile;
$zombie::ammo::AmmoYourWeaponProjectile = 60;

if they do overwrite the onfire method you'll have to add this:

AmmoSYSFire(%this,%obj,%slot);

To the onfire method, but even then it's not going to be fully supported, e.g. when you run out of ammo instead of hearing a clicking noise, it'll just get removed from your inventory.

Another reference to the code you can use/add at weapons:
Thanks