Jump to content

infinite ammo/no reload after 29.4 update


Intrud3r

Recommended Posts

i'm unable to find the solution by miself :( i tried modyfing my lua changing from getitemtext to type but no sucess...

 

Here is what the base game LUA looks like, change your custom one to look like this:

 

function ISReloadUtil:new()

    local o = {}

    setmetatable(o, self)

    self.__index = self

    o.huntingRifle = { type = "HuntingRifle",

    moduleName = 'Base',

    reloadClass = 'ISShotgunWeapon',

    ammoType = '308Bullets',

    rackSound = 'stormyShotgunPump',

    shootSound = 'hunterShot',

    shootSoundPartial = 'stormyShotgunFire',

    clickSound = 'stormyShotgunClick',

    insertSound = 'bulletInRifle',

    rackTime = 10,

    bulletOutSound = "bulletOutVarmint"};

    o.varmintRifle = { type = "VarmintRifle",

    moduleName = 'Base',

    reloadClass = 'ISShotgunWeapon',

    ammoType = '223Bullets',

    rackSound = 'stormyShotgunPump',

    shootSound = 'varmintShot',

    shootSoundPartial = 'stormyShotgunFire',

    clickSound = 'stormyShotgunClick',

    insertSound = 'bulletInRifle',

    maxCapacity = 5,

    reloadTime = 10,

    rackTime = 10,

    bulletOutSound = "bulletOutVarmint"};

    o.pistolClip = { type = "BerettaClip",

    moduleName = 'Base',

    reloadClass = 'ISReloadableMagazine',

    clipType = 'BerettaClip',

    ammoType = 'Bullets9mm',

    shootSound = 'none',

    clickSound = nil,

    ejectSound = 'none',

    insertSound = 'stormyRevolverInsertRound',

    rackSound = 'stormyRevolverInsertRound',

    containsClip = 0,

    maxCapacity = 15,

    reloadTime = 30,

    rackTime = 10};

    o.pistol = { type = "Pistol",

    moduleName = 'Base',

    reloadClass = 'ISSemiAutoWeapon',

    ammoType = 'BerettaClip',

    clipName = '9mm Magazine',

    clipIcon = 'BerettaClip',

    shootSound = '9mmShot',

    clickSound = 'stormy9mmClick',

    ejectSound = 'stormy9mmClipEject',

    insertSound = 'stormy9mmClipLoad',

    rackSound = 'stormy9mmRack',

    containsClip = 1,

    rackTime = 10,

    clipData = o.pistolClip };

    o.shotgun = { type = "Shotgun",

    moduleName = 'Base',

    reloadClass = 'ISShotgunWeapon',

    ammoType = 'ShotgunShells',

    rackSound = 'stormyShotgunPump',

    shootSound = 'shotgun2',

    shootSoundPartial = 'stormyShotgunFire',

    clickSound = 'stormyShotgunClick',

    insertSound = 'stormyShotgunInsertRound',

    rackTime = 10,

    bulletOutSound = 'pumpaction'};

    o.sawnoff = { type = "ShotgunSawnoff",

    moduleName = 'Base',

    reloadClass = 'ISShotgunWeapon',

    ammoType = 'ShotgunShells',

    rackSound = 'stormyShotgunPump',

    shootSound = 'shotgun',

    shootSoundPartial = 'stormyShotgunFire',

    clickSound = 'stormyShotgunClick',

    insertSound = 'stormyShotgunInsertRound',

    maxCapacity = 6,

    reloadTime = 15,

    rackTime = 10};

    o.SemiAutoWeapon = ISSemiAutoWeapon:new();

    o.Shotgun = ISShotgunWeapon:new();

    o.Magazine = ISReloadableMagazine:new();

    -- If you've created an item above you must add

    -- it to the relevant list here

    o.weaponsList = {o.pistol, o.shotgun, o.sawnoff, o.huntingRifle, o.varmintRifle};

    o.clipList = {o.pistolClip};

    return o;

end

Link to comment
Share on other sites

so instead of making a separate one like before the last patch i have to make a copy of the original file in the mod section adding the new stuff there?

multiple mods will be harder to manage :(

 

No, you can keep your separate mod files that add the reload info, just change the format of those mod files to mimic the format and terminology from the main file.

Link to comment
Share on other sites

thanks for the help ;) but still can't make it work i will wait to use another mod as example to be sure what's wrong in mine

 

I think Antize's weapon mod is working with the reload system. I trouble shooted him (or her, you never know) through it and it was reported as working

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...