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Because I'm watching other mods where the demo videos show how the mod works and that's it.
Does that mean the videos where you show how to install "GCFScape" require it, and where the steps for installing GCFScape aren't shown, does that mean the mod doesn't require it?
It basically has a chance to change your ammo pile into a random tier 1 weapon when you encounter an ammo pile in the middle of a campaign or when you reach the next safe house. It means you have to constantly change your weapon especially if you have a weapon (tier 1 or 2) that's low on ammo.
Let's say for example, you reach the forklift event in death toll, you'd usually expect an ammo pile there along with other weapons right? Well this mod has a chance to change that ammo pile into a random tier 1 weapon. It adds a bit of a challenge to playing the game.
fixed, check again please
AN ERROR HAS OCCURED [the index 'mp_gamemode' does not exist]
CALLSTACK
*FUNCTION [unknown()] scripts/vscripts/manacat_ammo.nut line [498]
*FUNCTION [AmmoChangeProcess()] scripts/vscripts/manacat_ammo.nut line [154]
*FUNCTION [ammoChanger()] scripts/vscripts/manacat_ammo.nut line [142]
*FUNCTION [OnGameEvent_player_left_safe_area()] scripts/vscripts/manacat_ammo.nut line [133]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]
i would like to have 80% chance of stay ammo pile and just sometimes (20%) it get converted.
thanks mate
I mean, when you put these ammo, you just get ammo for weapons from them
I edited your code to enable mp5 in the smg variants.
I also reduced the odds of replacing the ammo piles and increased the chance of spawning two guns, since we play with the mod that only allows each gun to be picked up once (weapon unstay).
Being as simple as "subscribe and done" is an admirable goal to set, and those who want to do more with it can learn how, as it isn't hard and can inspire you to look into creating your own stuff.