Ika 320 Posted August 17, 2013 Can we customize the ammo of these guns on the server to start with more reserve ammo? 12/24 and 20/40 is just not enough for war3. The reduced clip size on the m4a1-s is enough of a drawback, and who is going to kill anyone with one clip of the usp-s? I'd say we should bump it to 12/52 and 20/90. My 2c. 7 2 MONKEH, WeakSauce, Tortoise and 6 others reacted to this Quote Share this post Link to post Share on other sites
bink 42 Posted August 17, 2013 I agree, especially since this server seems to be more and more populated. On a full server 12/24 20/40 only either drop your weapons for another one one the ground or run back to spawn to refill your ammo . Quote Share this post Link to post Share on other sites
WeakSauce 150 Posted August 17, 2013 Yes please! Quote Share this post Link to post Share on other sites
Gamer4125 40 Posted August 17, 2013 A good alternative to my bandolier suggestion Quote Share this post Link to post Share on other sites
Mr_Oob 25 Posted August 17, 2013 Can we customize the ammo of these guns on the server to start with more reserve ammo? 12/24 and 20/40 is just not enough for war3. The reduced clip size on the m4a1-s is enough of a drawback, and who is going to kill anyone with one clip of the usp-s? I'd say we should bump it to 12/52 and 20/90. My 2c. Lurker obv underpowered.... So having a silenced weapon and no bullet tracers wasn't good enough...? I think its fine as is, but if it does get more reserve ammo I think just another clip would work. When few people are on the server and people are running around with 20/90 m4 that is silenced it is just going make people want to leave -_-'. Especially if they are partially invisible... When the server is full there is usually plenty of guns lying around for both ammo and as a source of a new weapon. On some maps it is rather easy to get back to spawn to refill ammo. Teleporation / longjump also make it easy to make a quick visit to spawn. Don't think of a silenced weapon as "just another gun", it can be used really well from far away or from behind enemy lines. Quote Share this post Link to post Share on other sites
fps_trucka 1715 Posted August 17, 2013 I've been looking for way of adding reserve ammo with mimic for these guns (M4a1-s , and USP-S) However, there is no way of telling what the ammo they use is. Thats the way we changed the cvar last time and so the only way we could FOR NOW increase it is by unlimited reserve ammo and i think that would fuck most things in war3 up? I've been looking for a fix in my spare time for ze but this will help most our servers as well i'll look into it a bit more Quote Share this post Link to post Share on other sites
cookie eater 965 Posted August 17, 2013 I'm not sure theres a way yet. Maybe someone can code a plugin that would give reserve ammo for those two guns, but thats all I could think of. Quote Share this post Link to post Share on other sites
Fetterolf 33 Posted August 17, 2013 (edited) could you use a command like this but linked to only the usp-s and m4a1-s /** * Sets the value from primary and secondary ammo stock, of a client. * * @param client Client Index. * @param className Classname of a weapon. * @param primaryAmmo Primary ammo stock value from the client, if -1 the value is untouched. * @param secondaryAmmo Secondary ammo stock value from the client, if -1 the value is untouched. * @param primaryClip Primary ammo value in the weapon clip, if -1 the value is untouched. * @param secondaryClip Secondary ammo value in the weapon clip, if -1 the value is untouched. * @return Entity Index of the given weapon on success, INVALID_ENT_REFERENCE on failure. */stock Client_SetWeaponAmmo(client, const String:className[], primaryAmmo=-1, secondaryAmmo=-1, primaryClip=-1, secondaryClip=-1){ new weapon = Client_GetWeapon(client, className); if (weapon == INVALID_ENT_REFERENCE) { return false; } Weapon_SetClips(weapon, primaryClip, secondaryClip); Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo, secondaryAmmo); return true;} or this /** * Sets the primary and secondary ammo the player carries for a specific weapon classname. * * @param client Client Index. * @param classname Weapon Classname String. * @param primaryAmmo Primary ammo stock from the client, if -1 the value is untouched. * @param secondaryAmmo Secondary ammo stock from the client, if -1 the value is untouched. * @return True on success, false on failure. */stock bool:Client_SetWeaponPlayerAmmo(client, const String:className[], primaryAmmo=-1, secondaryAmmo=-1){ new weapon = Client_GetWeapon(client, className); if (weapon == INVALID_ENT_REFERENCE) { return false; } Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo, secondaryAmmo); return true;} This one might work best for just doing the 2 weapons for everyone if we can figure out the different classnames that differentiate the M4A4 from the M4A1-S /** * Sets the primary and secondary clip value of a weapon. * * @param client Client Index. * @param classname Classname of a weapon. * @param primaryClip Primary ammo value in the weapon clip, if -1 the value is untouched. * @param secondaryClip Secondary ammo value in the weapon clip, if -1 the value is untouched. * @return True on success, false on failure. */stock bool:Client_SetWeaponClipAmmo(client, const String:className[], primaryClip=-1, secondoaryClip=-1){ new weapon = Client_GetWeapon(client, className); if (weapon == INVALID_ENT_REFERENCE) { return false; } if (primaryClip != -1) { Weapon_SetPrimaryClip(weapon, primaryClip); } if (secondoaryClip != -1) { Weapon_SetSecondaryClip(weapon, primaryClip); } return true;} Here is also a list of the items you can buy from using console commands and there is a different command for the M4 reg and M4 silenced so they have to somehow have a different classname. usage: buy <item> p228 glock scout xm1014 mac10 aug elite fiveseven ump45 sg550 galil galilar famas usp_silencer awp mp5navy m249 nova m4a1 m4a1_silencer tmp g3sg1 deagle sg552 ak47 p90 bizon mag7 negev sawedoff tec9 taser hkp2000 mp7 mp9 nova p250 scar17 scar20 sg556 ssg08 flashbang smokegrenade hegrenade molotov decoy primammo secammo Edited August 17, 2013 by Fetterolf 2 Wintergreen and Oreo reacted to this Quote Share this post Link to post Share on other sites
MONKEH 829 Posted August 17, 2013 ru fucking kidding me the whole point of these new guns is that they perform better but have limited ammo if you are going to be unstoppable with a laser gun at least be unstoppable for a short period of time before you have to scavenge a little Quote Share this post Link to post Share on other sites
Fetterolf 33 Posted August 17, 2013 (edited) ru fucking kidding me the whole point of these new guns is that they perform better but have limited ammo if you are going to be unstoppable with a laser gun at least be unstoppable for a short period of time before you have to scavenge a littleThat is true but we are a WC3 server so people have 150-1000 hp and you might need an extra clip or 2 to deal with them effectively. You run into a team with a holy pal and keeper everyone is pretty much guaranteed to have 125hp or more. Edited August 17, 2013 by Fetterolf Quote Share this post Link to post Share on other sites
BLiNDBoi 930 Posted August 17, 2013 For the M4A1-S I'll say 80 in reserve for 100 total. Quote Share this post Link to post Share on other sites
Ika 320 Posted August 18, 2013 Lurker obv underpowered.... So having a silenced weapon and no bullet tracers wasn't good enough...? I think its fine as is, but if it does get more reserve ammo I think just another clip would work. When few people are on the server and people are running around with 20/90 m4 that is silenced it is just going make people want to leave -_-'. Especially if they are partially invisible... When the server is full there is usually plenty of guns lying around for both ammo and as a source of a new weapon. On some maps it is rather easy to get back to spawn to refill ammo. Teleporation / longjump also make it easy to make a quick visit to spawn. Don't think of a silenced weapon as "just another gun", it can be used really well from far away or from behind enemy lines. Once Lurker is overhauled and is forced to use the USP-S I don't think it will be as OP anymore (the USP-S is fucking monstrous). Quote Share this post Link to post Share on other sites
Mr_Oob 25 Posted August 18, 2013 (edited) Once Lurker is overhauled and is forced to use the USP-S I don't think it will be as OP anymore (the USP-S is fucking monstrous). My statement about lurker was just a joke about how you were saying the usp-s with its small ammo reserve wouldn't work well in the server & that you are not going to get a kill with one clip of the usp and that in fact it is possible to kill people with a clip of the usp (silenced or not sometimes even with one well placed head shot). The one time I have run out of ammo on a lurker (because I was not trying to aim at all) I bought a pistol clip extender and then the round ended, just my luck. I want to say again, people need to know that the silenced weapons are different and as such have a different play style. They are not run and gun all the time... For instance long a of dust2 both players out in the open with no invis, does silenced versus not matter a heck of a lot? No, sure the silenced weapon will have slightly better accuracy, but for the most part there is not a huge difference. What if someone is behind cover, has invis, behind enemy lines, moled into the enemy spawn, or is flanking the enemy...? Yes a silencer would help in these situations, but it is not totally necessary. More ammo and being able to make noise can be a benefit sometimes, faking the part of being an enemy can work on occasion, especially if you have their weapon (ak for ts, m4 for cts esk). The usp-s being "big" isn't going to stop anyone from hiding on the opposite side of the map (or in odd locations in general) and taking easy shots at you. Edited August 18, 2013 by Mr_Oob Quote Share this post Link to post Share on other sites
B-cock #1 641 Posted August 18, 2013 The silenced weapons give muzzle flash and apparently aren't that hard to hear from across the map. The only thing better is the accuracy, I see no problem with them buffing these weapons. Quote Share this post Link to post Share on other sites