Wall buy fills weapon clip to max
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Couldn't find any working scripts so I made a server script that fills the clip to max when buying ammo from a wall buy.
Script should be copy and pasted into your plutonium server folder at
c:\storage\t6\scripts\zmAlso I'm new to all of this stuff so let me know if there are any bugs or things that can be fixed, thanks!
#include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\zombies\_zm_weapons; main() { replaceFunc(maps\mp\zombies\_zm_weapons::ammo_give,::new_ammo_give); } new_ammo_give( weapon ) //checked changed to match cerberus output { give_ammo = 0; fill_clip = 0; // Add a flag to control clip filling if ( !is_offhand_weapon( weapon ) ) { weapon = get_weapon_with_attachments( weapon ); if ( isDefined( weapon ) ) { stockmax = 0; stockmax = weaponstartammo( weapon ); clipmax = weaponclipsize( weapon ); // Get the maximum clip size clipcount = self getweaponammoclip( weapon ); currstock = self getammocount( weapon ); stockleft = currstock - clipcount; if ( stockleft < stockmax ) { give_ammo = 1; } // Always fill the clip when buying ammo for a primary weapon if ( clipcount < clipmax ) { fill_clip = 1; } } } else if ( self has_weapon_or_upgrade( weapon ) ) { if ( self getammocount( weapon ) < weaponmaxammo( weapon ) ) { give_ammo = 1; // For offhand weapons, we might not want to automatically "refill" in the same way // Consider if you want to add a specific clip mechanic for offhands. } } if ( give_ammo || fill_clip ) // Give ammo OR fill the clip { self play_sound_on_ent( "purchase" ); if ( give_ammo ) { self givemaxammo( weapon ); alt_weap = weaponaltweaponname( weapon ); if ( alt_weap != "none" ) { self givemaxammo( alt_weap ); } } if ( fill_clip ) { self setweaponammoclip( weapon, clipmax ); // Fill the clip to max } return 1; } return 0; }
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hey bro can you make a box patch for all maps on bo1 and bo2 zombies ?