Max Ammo / Player is defined in the ammo definitions. Valve puts that in *_gamerules.cpp
//weapon_parse.cpp iMaxClip1 = pKeyValuesData->GetInt( "clip_size", WEAPON_NOCLIP ); // Max primary clips gun can hold (assume they don't use clips by default) iMaxClip2 = pKeyValuesData->GetInt( "clip2_size", WEAPON_NOCLIP ); // Max secondary clips gun can hold (assume they don't use clips by default) iDefaultClip1 = pKeyValuesData->GetInt( "default_clip", iMaxClip1 ); // amount of primary ammo placed in the primary clip when it's picked up iDefaultClip2 = pKeyValuesData->GetInt( "default_clip2", iMaxClip2 ); // amount of secondary ammo placed in the secondary clip when it's picked up Adam "amckern" Mckern wrote:
Simple quistion, that i have yet to come across in my code time on source. How do i incrase the clip on the rpg to 6 rounds over 3? I have changed the default_clip to 6 in the script file but it still is not showing up, and also have changed all the refrences in the code that point to rpg_round from 3 to 6, and still nothing. If i change the line clip_size to anything other then -1, the gun runds around in infinte ammo. Help? Thanks Adam -------- Nigredo Studios http://www.nigredostudios.com __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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