That’s exactly what I did for clips. It's the most simplest way. Ie: the max ammo the gun can take is say "6" meaning, 6 clips. Then you have clipsize set somewhere. When you pick up ammo, it would give 1 or 2, meaning, 1 or 2 reloads. Not 1 or 2 rounds. The hud then already works fine, you'd just need to change the icons on the hud or whatever. Then it'll show current clip's rounds / numclips on the hud.
You just have to modify all the ammo pickup stuff, and the way ammo is packed. Yuou can also reduce bandwidth by changing the send/receive stuff to use a smaller bitsize for ammo too ;) -----Original Message----- From: Draco [mailto:[EMAIL PROTECTED] Sent: January 18, 2005 4:39 AM To: [email protected] Subject: Re: [hlcoders] Making weapons use magazines? What I would do is change the carry ammo in your player to be the amount of clips in reserve, just give it a smaller number. each ammo object you touch gives you 1 more of that number, not 30 or whater. then in your reload, you --decrement the carry ammo variable and set the m_iClip variable in the gun to whatever max clip is. Also, if you want to show a clip dropping out(like in the specialists) precahce the ammo model for that gun and EjectBrass it(or whatever Source uses to make ejecting shells) -- ********************** Draco Coder for Perfect Dark http://perfectdark.game-mod.net _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

