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Infinite Ammo Mod [message #330572] Wed, 14 May 2008 17:55 Go to next message
GohanX is currently offline  GohanX
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I just downloaded leveledit and the necessary tools to make the mod. Thing is, this is my first time doing this. I know this mod is downloadable, but I just want to try and make it on my own. Any help would be nice.
Re: Infinite Ammo Mod [message #330573 is a reply to message #330572] Wed, 14 May 2008 17:57 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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he wants 99 ammo and no reload
Re: Infinite Ammo Mod [message #330574 is a reply to message #330572] Wed, 14 May 2008 17:57 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
GohanX wrote on Wed, 14 May 2008 17:55

I just downloaded leveledit and the necessary tools to make the mod. Thing is, this is my first time doing this. I know this mod is downloadable, but I just want to try and make it on my own. Any help would be nice.


More like: "How do I make cheats?"
Re: Infinite Ammo Mod [message #330575 is a reply to message #330572] Wed, 14 May 2008 18:00 Go to previous messageGo to next message
GohanX is currently offline  GohanX
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No...if I wanted cheats I would just go download *cheat name removed*=/

It's for a server that I am admin at.
Re: Infinite Ammo Mod [message #330578 is a reply to message #330575] Wed, 14 May 2008 18:12 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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GohanX wrote on Wed, 14 May 2008 18:00

No...if I wanted cheats I would just go download *cheat name removed*=/

It's for a server that I am admin at.

u already do have it!

[Updated on: Wed, 14 May 2008 18:12]

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Re: Infinite Ammo Mod [message #330579 is a reply to message #330572] Wed, 14 May 2008 18:18 Go to previous messageGo to next message
GohanX is currently offline  GohanX
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Also, I need to know how to setup no-reload as well. =/
Re: Infinite Ammo Mod [message #330580 is a reply to message #330579] Wed, 14 May 2008 18:23 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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GohanX wrote on Wed, 14 May 2008 18:18

Also, I need to know how to setup no-reload as well. =/

he does not deny Surprised
Re: Infinite Ammo Mod [message #330607 is a reply to message #330572] Thu, 15 May 2008 02:56 Go to previous messageGo to next message
reborn is currently offline  reborn
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I'm not entirely sure, but I think it's impossible to do what you want in level edit. Someone will most likely prove me wrong now, but I'm pretty sure to do what you want to do you will have to make a new server scripts.dll file.

The infinite ammo is possible in level edit, but it would be just as easy to do that via the API aswell, using this "Enable_Infinite_Ammo();".

To make the no-reload part of the mod I would look at the following functions:

int Get_Current_Bullets(GameObject *obj); //Get loaded bullets for an objects current gun

void Set_Current_Bullets(GameObject *obj,int bullets); //Set current loaded bullets for an object

You could attach a script to a player that has a timer, on the ::Created event it does something like this:

void reb_no_reload::Created(GameObject *obj) {
Max = Get_Current_Clip_Max_Bullets(obj);
Commands->Start_Timer(obj,this,1.0f,1);
}

Then on the timer expired event check what the current bullets are for that weapon, and if they are less then then Max value, set them to Max. Something like this:

void reb_no_reload::Timer_Expired(GameObject *obj, int number) {
if(number == 1){
if(Max > Get_Current_Bullets(obj)){
Set_Current_Bullets(obj, Max);
}
}
}

Obviously Max would have to be defined in the header file, like this:

class reb_no_reload : public ScriptImpClass {
public:
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
int Max
};


This would only work if the player had one weapon only though, if he switched weapons it would mess up. To make it work with all weapons would take a little more effort... You would have to use "Get_Max_Total_Bullets(GameObject *obj,const char *weapon);" of "int Get_Position_Bullets(GameObject *obj,int position);" and the other Bullet functions that require you to tell it what gun you're talking about.

That's the way I would first look at making a no-reload mod, there is probably a better way, but i've just woken up Razz



Re: Infinite Ammo Mod [message #330640 is a reply to message #330572] Thu, 15 May 2008 09:58 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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im pretty sure it can be done lvl edit....since people make hacks that way =/
Re: Infinite Ammo Mod [message #330676 is a reply to message #330607] Thu, 15 May 2008 13:59 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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reborn wrote on Thu, 15 May 2008 04:56

I'm not entirely sure, but I think it's impossible to do what you want in level edit. Someone will most likely prove me wrong now, but I'm pretty sure to do what you want to do you will have to make a new server scripts.dll file.

The infinite ammo is possible in level edit, but it would be just as easy to do that via the API aswell, using this "Enable_Infinite_Ammo();".

To make the no-reload part of the mod I would look at the following functions:

int Get_Current_Bullets(GameObject *obj); //Get loaded bullets for an objects current gun

void Set_Current_Bullets(GameObject *obj,int bullets); //Set current loaded bullets for an object

You could attach a script to a player that has a timer, on the ::Created event it does something like this:

void reb_no_reload::Created(GameObject *obj) {
Max = Get_Current_Clip_Max_Bullets(obj);
Commands->Start_Timer(obj,this,1.0f,1);
}

Then on the timer expired event check what the current bullets are for that weapon, and if they are less then then Max value, set them to Max. Something like this:

void reb_no_reload::Timer_Expired(GameObject *obj, int number) {
if(number == 1){
if(Max > Get_Current_Bullets(obj)){
Set_Current_Bullets(obj, Max);
}
}
}

Obviously Max would have to be defined in the header file, like this:

class reb_no_reload : public ScriptImpClass {
public:
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
int Max
};


This would only work if the player had one weapon only though, if he switched weapons it would mess up. To make it work with all weapons would take a little more effort... You would have to use "Get_Max_Total_Bullets(GameObject *obj,const char *weapon);" of "int Get_Position_Bullets(GameObject *obj,int position);" and the other Bullet functions that require you to tell it what gun you're talking about.

That's the way I would first look at making a no-reload mod, there is probably a better way, but i've just woken up Razz
What? It's easily done in level edit. I think if you set the ammo clip to -1 (or was it 0?) it'd just be infinite.
Re: Infinite Ammo Mod [message #330681 is a reply to message #330676] Thu, 15 May 2008 14:02 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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Originally Blue wrote on Thu, 15 May 2008 13:59

reborn wrote on Thu, 15 May 2008 04:56

I'm not entirely sure, but I think it's impossible to do what you want in level edit. Someone will most likely prove me wrong now, but I'm pretty sure to do what you want to do you will have to make a new server scripts.dll file.

The infinite ammo is possible in level edit, but it would be just as easy to do that via the API aswell, using this "Enable_Infinite_Ammo();".

To make the no-reload part of the mod I would look at the following functions:

int Get_Current_Bullets(GameObject *obj); //Get loaded bullets for an objects current gun

void Set_Current_Bullets(GameObject *obj,int bullets); //Set current loaded bullets for an object

You could attach a script to a player that has a timer, on the ::Created event it does something like this:

void reb_no_reload::Created(GameObject *obj) {
Max = Get_Current_Clip_Max_Bullets(obj);
Commands->Start_Timer(obj,this,1.0f,1);
}

Then on the timer expired event check what the current bullets are for that weapon, and if they are less then then Max value, set them to Max. Something like this:

void reb_no_reload::Timer_Expired(GameObject *obj, int number) {
if(number == 1){
if(Max > Get_Current_Bullets(obj)){
Set_Current_Bullets(obj, Max);
}
}
}

Obviously Max would have to be defined in the header file, like this:

class reb_no_reload : public ScriptImpClass {
public:
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
int Max
};


This would only work if the player had one weapon only though, if he switched weapons it would mess up. To make it work with all weapons would take a little more effort... You would have to use "Get_Max_Total_Bullets(GameObject *obj,const char *weapon);" of "int Get_Position_Bullets(GameObject *obj,int position);" and the other Bullet functions that require you to tell it what gun you're talking about.

That's the way I would first look at making a no-reload mod, there is probably a better way, but i've just woken up Razz
What? It's easily done in level edit. I think if you set the ammo clip to -1 (or was it 0?) it'd just be infinite.


i was bored and tryed that,,,,i set -1 on clip and ammo and put 0 on the otehr sniper rifle but yet nothing chnaged
Re: Infinite Ammo Mod [message #330685 is a reply to message #330681] Thu, 15 May 2008 14:39 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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SSnipe wrote on Thu, 15 May 2008 16:02

Originally Blue wrote on Thu, 15 May 2008 13:59

reborn wrote on Thu, 15 May 2008 04:56

I'm not entirely sure, but I think it's impossible to do what you want in level edit. Someone will most likely prove me wrong now, but I'm pretty sure to do what you want to do you will have to make a new server scripts.dll file.

The infinite ammo is possible in level edit, but it would be just as easy to do that via the API aswell, using this "Enable_Infinite_Ammo();".

To make the no-reload part of the mod I would look at the following functions:

int Get_Current_Bullets(GameObject *obj); //Get loaded bullets for an objects current gun

void Set_Current_Bullets(GameObject *obj,int bullets); //Set current loaded bullets for an object

You could attach a script to a player that has a timer, on the ::Created event it does something like this:

void reb_no_reload::Created(GameObject *obj) {
Max = Get_Current_Clip_Max_Bullets(obj);
Commands->Start_Timer(obj,this,1.0f,1);
}

Then on the timer expired event check what the current bullets are for that weapon, and if they are less then then Max value, set them to Max. Something like this:

void reb_no_reload::Timer_Expired(GameObject *obj, int number) {
if(number == 1){
if(Max > Get_Current_Bullets(obj)){
Set_Current_Bullets(obj, Max);
}
}
}

Obviously Max would have to be defined in the header file, like this:

class reb_no_reload : public ScriptImpClass {
public:
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
int Max
};


This would only work if the player had one weapon only though, if he switched weapons it would mess up. To make it work with all weapons would take a little more effort... You would have to use "Get_Max_Total_Bullets(GameObject *obj,const char *weapon);" of "int Get_Position_Bullets(GameObject *obj,int position);" and the other Bullet functions that require you to tell it what gun you're talking about.

That's the way I would first look at making a no-reload mod, there is probably a better way, but i've just woken up Razz
What? It's easily done in level edit. I think if you set the ammo clip to -1 (or was it 0?) it'd just be infinite.


i was bored and tryed that,,,,i set -1 on clip and ammo and put 0 on the otehr sniper rifle but yet nothing chnaged

...way to fail at typing...

also, it works for me...
Re: Infinite Ammo Mod [message #330687 is a reply to message #330572] Thu, 15 May 2008 14:50 Go to previous messageGo to next message
cnc95fan is currently offline  cnc95fan
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Yeah, works fine.
http://i218.photobucket.com/albums/cc167/cnc95fan/unlimitedammo.jpg
Re: Infinite Ammo Mod [message #330688 is a reply to message #330687] Thu, 15 May 2008 14:57 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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cnc95fan wrote on Thu, 15 May 2008 14:50

Yeah, works fine.
http://i218.photobucket.com/albums/cc167/cnc95fan/unlimitedammo.jpg

is there a auto regen on ammo script? i seen ti in servers and good way to be 2 cause if u need to take a ss and stuff it come up ur 4 shots per clip with 36 shots total like a normal sniper but since it regens you wont have to reload
Re: Infinite Ammo Mod [message #330746 is a reply to message #330676] Fri, 16 May 2008 09:00 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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Originally Blue wrote on Thu, 15 May 2008 23:59

reborn wrote on Thu, 15 May 2008 04:56

I'm not entirely sure, but I think it's impossible to do what you want in level edit. Someone will most likely prove me wrong now, but I'm pretty sure to do what you want to do you will have to make a new server scripts.dll file.

The infinite ammo is possible in level edit, but it would be just as easy to do that via the API aswell, using this "Enable_Infinite_Ammo();".

To make the no-reload part of the mod I would look at the following functions:

int Get_Current_Bullets(GameObject *obj); //Get loaded bullets for an objects current gun

void Set_Current_Bullets(GameObject *obj,int bullets); //Set current loaded bullets for an object

You could attach a script to a player that has a timer, on the ::Created event it does something like this:

void reb_no_reload::Created(GameObject *obj) {
Max = Get_Current_Clip_Max_Bullets(obj);
Commands->Start_Timer(obj,this,1.0f,1);
}

Then on the timer expired event check what the current bullets are for that weapon, and if they are less then then Max value, set them to Max. Something like this:

void reb_no_reload::Timer_Expired(GameObject *obj, int number) {
if(number == 1){
if(Max > Get_Current_Bullets(obj)){
Set_Current_Bullets(obj, Max);
}
}
}

Obviously Max would have to be defined in the header file, like this:

class reb_no_reload : public ScriptImpClass {
public:
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
int Max
};


This would only work if the player had one weapon only though, if he switched weapons it would mess up. To make it work with all weapons would take a little more effort... You would have to use "Get_Max_Total_Bullets(GameObject *obj,const char *weapon);" of "int Get_Position_Bullets(GameObject *obj,int position);" and the other Bullet functions that require you to tell it what gun you're talking about.

That's the way I would first look at making a no-reload mod, there is probably a better way, but i've just woken up Razz
What? It's easily done in level edit. I think if you set the ammo clip to -1 (or was it 0?) it'd just be infinite.



ya you set it to -1
Re: Infinite Ammo Mod [message #330781 is a reply to message #330572] Fri, 16 May 2008 14:18 Go to previous messageGo to next message
renegadelover is currently offline  renegadelover
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Hey guys... well i edited the no reload thing on level edit, but now how would i apply it to my server?
Re: Infinite Ammo Mod [message #330797 is a reply to message #330572] Fri, 16 May 2008 19:23 Go to previous messageGo to next message
Lone0001 is currently offline  Lone0001
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Go into your LE folder and look for the folder you saved it to and then open up the "Presets" folder of that folder and take the objects.ddb from it and put it in the data folder of your server, then I would suggest making sure you have SSGM running on your server and make it use the objects file extention "gm" or "aow" then rename your objects file in the server data folder to objects.gm sounds like a lot of work but it's not that hard.

Re: Infinite Ammo Mod [message #331701 is a reply to message #330572] Fri, 23 May 2008 15:31 Go to previous message
IAmFenix is currently offline  IAmFenix
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Watch, this guy will get banned in awhile or already banned on a server.

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