MagazinBooster

Can change magazines, ammo and condition for most projectile weapons

Total Downloads: 2,894 - First Release: Jun 10, 2016 - Last Update: Apr 19, 2018

5/5, 14 likes
  1. nice thx think it's time to buy you a few beers again...you're next up in my rotation heh
     
  2. And i've seen. the code could be improved once again from improved knowledge over the last weeks :p
    There goes more, i know^^
     
  3. Hey fuji could you add double barrel shotgun to the data file?
     
  4. When the data-file already exists, you need copy it from a fresh version by:
    backing up > deleteting > reloading > copying content > restoring backup > paste content > reload plugin
     
  5. SO I added the Double Barrell Shotgun like you said in Magazin Booster post #60

    And changed the ammo type, and no matter what it still spawns in with handmade shells, it load properly ith 2 of them now, but still always handmade shells?
     
    Last edited by a moderator: Aug 7, 2016
  6. I did never test it, but i assume, you can't change general things like the kind of ammo, only the type, like for ammo.rifle ;)
     
  7. Fujikura updated Magazin Booster with a new update entry:

    1.2.0

     
  8. I gave myself rights,but skins has not changed,what to do?
     
  9. You need to set up a skin for a weapon, need at minimum one right, and you need to craft the specific weapon.
    skins are only applied to weapons, which are crafted. It not designed to work on serverwide settings.
     
  10. хороший очень
     
  11. To add LR-300 if you are impatient like me, and do not want to wait for update:

    1. oxide.unload MagazinBoost
    2. add this into Data file for LR-300 - only if you are comfortable editing data file! (backing it up is a good idea)
    Code:
    {
      "weaponStatsContent": [
      {
      "name": "rifle.lr300",
      "displayname": "LR-300 Assault Rifle",
      "maxammo": 30,
      "preload": 30,
      "maxcondition": 100,
      "ammotype": "ammo.rifle",
      "skinid": 0,
      "settingactive": true,
      "servermaxammo": 30,
      "serverpreload": 30,
      "serveractive": true
      }
      ]
     }
    
    3. save
    4. oxide.reload MagazinBoost

    :D
     
    Last edited by a moderator: Aug 26, 2016
  12. To add MP5A4 to data file:

    1. oxide.unload MagazinBoost
    2. add this into Data file for MP5A4- only if you are comfortable editing data file! (backing it up is a good idea)

    Code:
    {
      "weaponStatsContent": [
      {
      "name": "smg.mp5",
      "displayname": " MP5A4",
      "maxammo": 30,
      "preload": 30,
      "maxcondition": 100,
      "ammotype": "ammo.pistol",
      "skinid": 0,
      "settingactive": true,
      "servermaxammo": 30,
      "serverpreload": 30,
      "serveractive": true
      }
      ]
      }
    
    3. save
    4. oxide.reload MagazinBoost

    :D
     
    Last edited by a moderator: Oct 13, 2016
  13. This tells me (again), i planned so far to implement an auto-updater of missing weapons :p
    But, i'm an oooold man^^
     
  14. haha I got your back! :D
     
  15. Yea, as i did create this plugin i had no really idea how to manage the data imports/exports.
    Was only trial'n'error and had luck on the end.
    Now I would need a complete redesign to make it auto-update ready ;)...gnaaaaa
     
  16. Plugin workin great, thank you Fujikura!
    only teardrop: it seems to set back the server values from my launcher settings:

    here how i load it:
    "name": "rocket.launcher",
    "displayname": "Rocket Launcher",
    "maxammo": 3,
    "preload": 0,
    "maxcondition": 250,
    "ammotype": "ammo.rocket.basic",
    "skinid": 0,
    "settingactive": true,
    "servermaxammo": 3,
    "serverpreload": 0,
    "serverammotype": "ammo.rocket.basic",
    "servermaxcondition": 250,
    "serveractive": true

    and here how it is after reloading the plugin:
    "name": "rocket.launcher",
    "displayname": "Rocket Launcher",
    "maxammo": 3,
    "preload": 0,
    "maxcondition": 250,
    "ammotype": "ammo.rocket.basic",
    "skinid": 0,
    "settingactive": true,
    "servermaxammo": 1,
    "serverpreload": 0,
    "serverammotype": "ammo.rocket.basic",
    "servermaxcondition": 100,
    "serveractive": true
     
  17. Its a limitation of the current code. This checks the primary premission based values against the serversided values. If these are the same, it will create the serversided new. This was made for the jump from an eralier version to that one which did extend the plugin to support server-sided presets.
    So, when you would set the 3 as 2 and the 250 as 150, then it works fine.
    The same settings for both types, means for permission owners and server defaults, make no sense so far, as it gives then no benefit for permission owners ;)
    [DOUBLEPOST=1477702759][/DOUBLEPOST]I need to rework it complete, it seems, to keep the settings like needed.
     
  18. "name": "pistol.semiauto",
    "displayname": "Semi-Automatic Pistol",
    "maxammo": 12,
    "preload": 12,
    "maxcondition": 150,
    "ammotype": "ammo.pistol.hv",
    "skinid": 0,
    "settingactive": true,
    "servermaxammo": 12,
    "serverpreload": 12,
    "serverammotype": "ammo.pistol.hv",
    "servermaxcondition": 150,
    "serveractive": true

    how comes this is working then (and all others the same)? i made this, because i thaught the first is for crafted weapons only, and second is for all the rest (loot), i just want all of them to be the same, no vip guns.
     
  19. Then try it with "settingactive": false,
    Maybe this helps. If not, i'll see next days to recode it.
     
  20. your plugin is a mistery to me, here what happened:
    i deleted the plugin, data & cfg: weapons stilll modded! -> resarted server, installed plugin new -> all settings in datafile (except for the launcher ofc ^^) appeared exactly as i made them before.
    ==> how did it save my settings?.. any other files i should know about? :s