• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

Help needed - Weapon Specific Ammo Pickups

slavek

Grizzled Veteran
May 4, 2006
3,075
943
113
UnrealEd: Viewport #1
I'm currently making a mission map and I would like to have weapon specific ammo pickups in it for more "Control" on map flow and what players can use. Currently it seems anything that extends off KF's ammo pickups/classes acts like a ammo box that supplies all inventory items with their respective ammunition types. Would anyone be willing to assist me with this?
 

matttthias

FNG / Fresh Meat
Mar 5, 2010
174
10
0
Austria
www.team-gmk.com
I think this is what you wanted :)
all you need to do is declare "AmmoClass" as the Ammo of the weapon.
as example: AmmoClass=class'KFMod.BullpupAmmo' - so only the bullpup will be refilled. if you dont have a bullpup you can't pick it up
 

Attachments