i ran the unmodified version on my server and it works fine. make sure you have done toggleammo. also, the gun you are using has to have at least 1 bullet in it for it to work.
if you want to get rid of the warnings, open the cs file and replace any "infinite.ammo" with "infiniteammo.ammo".
how the plugin works.. to get infinite ammo the player must type /toggleammo to turn infinite ammo on for themselves. to turn it off they would have to /toggleammo again. however, they can not toggle on or off unless they have the permission. once it is toggled on, they have infinite ammo.. even if the permission is removed. be aware of this. if this is a problem then please see Infinite Ammo | Page 9 | Oxide for my workaround. it makes it so you have to have it toggled on + have the permission.
InfiniteAmmo
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Total Downloads: 4,448 - First Release: May 30, 2015 - Last Update: Jul 19, 2015
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1) Infinite ammunition can be reloaded from weapons in an infinite number!
For example: I loaded 2 ammo, fired and the counter shows again 30.
I pull out 28 and repeat the same thing. So players can recycle ammo and receive resources.
If you will say: just block 556 ammo in inventory with other plugin, so then how to load turrets?
2) If you are loaded high-velocity ammo to autokit, then after respawn you reload from weapon simple 556 ammo - why?
3) Here, not only endless ammo, but endless rockets. Maybe you can make switch for ammo
4) And please: the weapon does not break - make a breakdown switchLast edited by a moderator: Oct 4, 2017 -
Code:projectile.primaryMagazine.contents = projectile.primaryMagazine.capacity;
Code:projectile.primaryMagazine.contents += 1;
Code:private void OnRocketLaunched(BasePlayer player) { if (!HasInfiniteAmmo(player) | !permission.UserHasPermission(player.userID.ToString(), "infiniteammo.ammo")) return; var weapon = player.GetActiveItem().GetHeldEntity() as BaseProjectile; if (weapon == null) return; player.GetActiveItem().condition = player.GetActiveItem().info.condition.max; if (weapon.primaryMagazine.contents > 0) return; weapon.primaryMagazine.contents = weapon.primaryMagazine.capacity; weapon.SendNetworkUpdateImmediate(); }
Code:projectile.GetItem().condition = projectile.GetItem().info.condition.max;
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I have seen someone ask this question but I didn't see a reply, Is it possible to make infinite ammo active without typing /toggleammo ?
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if (!HasInfiniteAmmo(player)) return;
if you want infinite rockets and thrown weapons then you would remove all instances of that line. -
Hello, how to make a cartridge after the shot, the ammo immediately replenished?
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{
projectile.GetItem().condition = projectile.GetItem().info.condition.max;
if (projectile.primaryMagazine.contents > 30) return;
projectile.primaryMagazine.contents = 30;
projectile.SendNetworkUpdateImmediate();
} -
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Wulf Community Admin
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in the cs file? i already searched it but can not find exactly "infinite"
[DOUBLEPOST=1516673289][/DOUBLEPOST]@Wulf can you maybe send me the right one? i am to dumb for this -
can anyone help me please?
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does this still work
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works perfectly, well guys you gotta look in the (manual)code to understand how to use/activate it.
I guess its a "anti noob" protection -
Is there a way to make it auto-enable and to disable the no reload?
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Wulf Community Admin
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Wulf Community Admin
Automatic Client Commands -
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Hey, I'm trying to make it so you have to reload with infinite ammo. I think reloading has something to do with this code on the file. Could you show me how to make it so I have infinite ammo with reload without bullets in my inventory?
Code:private void OnWeaponFired(BaseProjectile projectile, BasePlayer player) { if (!HasInfiniteAmmo(player)) return; projectile.GetItem().condition = projectile.GetItem().info.condition.max; if (projectile.primaryMagazine.contents > 0) return; projectile.primaryMagazine.contents = projectile.primaryMagazine.capacity; projectile.SendNetworkUpdateImmediate(); }