Custom ammo levels for default weapons and others

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kamilfranke

FNG / Fresh Meat
May 1, 2010
10
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Hello,

Is there a way to set amount of ammunition that each deafult gun have? Is this possible with some kind of mutator?
 

EpharGy

FNG / Fresh Meat
Jan 3, 2011
1,350
63
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Australia
www.sykosis.co.uk
Hello,

Is there a way to set amount of ammunition that each deafult gun have? Is this possible with some kind of mutator?

I'd love to see a realism type mutator, for instance, each mag holds 20, you have 4 mags, if you have 10 rounds left in your mag and reload, that mag goes to the back of your mag amount and you reload from a full/highest remaining, if you reload to that mag again, it will have 10 in it, if you empty a mag, you drop it (so its not in your list of mags.

If people remember Operation Flashpoint: Cold War Crisis, it had this system of reloading.
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
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bwhgaming.com
so does red orchestra, which this game has a ton of assets from, so the coding is probably already there, twi just didnt want it in kf.
 

kamilfranke

FNG / Fresh Meat
May 1, 2010
10
0
0
@EpharGy
That's a neat idea, but it's kinda OT ;p

So, is it possible? On a local server? Becouse we wanted some more action without shooting from 9mm half of the game to conserve ammo :)
 

kamilfranke

FNG / Fresh Meat
May 1, 2010
10
0
0
EpharGy
This is a neat idea, but it's kinda OT ;p

So, is there any way to set this? Via mutator ?
 

Blockbot

FNG / Fresh Meat
Jun 25, 2011
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I'd love to see a realism type mutator, for instance, each mag holds 20, you have 4 mags, if you have 10 rounds left in your mag and reload, that mag goes to the back of your mag amount and you reload from a full/highest remaining, if you reload to that mag again, it will have 10 in it, if you empty a mag, you drop it (so its not in your list of mags.

If people remember Operation Flashpoint: Cold War Crisis, it had this system of reloading.

Also tried a mod while back for some game. (think it was battlefield 2) where you had that sort of reload as you say. with a twist. where you had 2 reload buttons. 1 to reload your gun. 2nd one was if you had 2half full magazines. you could take the bullets from one and over to the other. :p
 

_COMRADe

FNG / Fresh Meat
Jul 22, 2009
98
5
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While that would be neat on the lower levels, that would make HoE extremely difficult because having your mag full is REALLY important.
 

kamilfranke

FNG / Fresh Meat
May 1, 2010
10
0
0
So, nobody know anything about this? I was playing on some servers that have more than default ammo amount.. Anyone?
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
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bwhgaming.com
there are servers that use per-mag bullet capacity?
if you played on them, then you have the mutator they used to achieve it, in your cache folder.
open the ini and try to guess which files they are (near the bottom), then upload somewhere, then someone can look at the code to see how it's done, then tell you how it is done.

or do you want to manually change the number of bullets in mag / mag count on your server?
you can use set commands, but perks will be disabled until server restart.
 

kamilfranke

FNG / Fresh Meat
May 1, 2010
10
0
0
Drop the per-mag bullet capacity - it would be so much frustrating in game like KF - FAST paced game.

I'm searching for mutator that sets mag count on server without disabling perks (I'm using serverperksv5 anyway). I recall that this type of mutator is used on KF-Maniacs servers
 

kamilfranke

FNG / Fresh Meat
May 1, 2010
10
0
0
Forget the per-mag bullet capacity idea, it would be nearly impossible to win later waves with this in such a fast paced game like KF. This is not a realistic shooter. At least this is my opinion.

I want to manually set mag count on my server in way that it won't disable perks (im using server perks anyways). I saw something like this on KF Maniacs servers.
 

kamilfranke

FNG / Fresh Meat
May 1, 2010
10
0
0
a

a

Forget the per-mag bullet capacity idea, it would be nearly impossible to win later waves with this in such a fast paced game like KF. This is not a realistic shooter. At least this is my opinion.

I want to manually set mag count on my server in way that it won't disable perks (im using server perks anyways). I saw something like this on KF Maniacs servers.
 

kamilfranke

FNG / Fresh Meat
May 1, 2010
10
0
0
Omg why I cannot post a reply??

EDIT
There you go :D I want to set mag count on my server without disabling the perks - i'm using server perks anyway. I saw something like this on KF Maniacs servers.
 
Last edited:

EpharGy

FNG / Fresh Meat
Jan 3, 2011
1,350
63
0
Australia
www.sykosis.co.uk
Also tried a mod while back for some game. (think it was battlefield 2) where you had that sort of reload as you say. with a twist. where you had 2 reload buttons. 1 to reload your gun. 2nd one was if you had 2half full magazines. you could take the bullets from one and over to the other. :p


I'd love to see that :p and maybe if your combining mags, your reload should be longer (to compesate taking the bullets out and putting them in)

KF Realism mod anyone?
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
ok since your using serverperks, this should be fine;
login as admin, or using webadmin console, then in console type:
admin set gun-name magcapacity #### -this changes the number of bullets in magazine
admin set gun-nameAmmo maxammo #### - this changes the maximum amount of ammunition.

if you are using webadmin console, then dont use admin in the command.

here's a list of how to use them (from back in the day)
http://bwhgaming.com/forums/m/32322...ommands-level-up-for-free/post/773015#p773015
 
Last edited:
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kamilfranke

FNG / Fresh Meat
May 1, 2010
10
0
0
Sorry for the triple post!

Thanks alot ro_sauce! This is what I'm looking for. But, I don't want to type everything everytime a new map starts. Can I make some cfg file to do that automatically?
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
i think they stay until the server restarts... well, some variables do (like kfhumanpawn health) i cant remember if the mag/ammo stuff stays...