Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsJedi Knight and Mysteries of the Sith Editing Forum → Ammo Amounts
Ammo Amounts
2005-02-27, 12:49 PM #1
I'm very new to JK editing (don't have MotS) and I was wondering how you change the amount of ammo you can hold as well as how much ammo you get when you pick up a weapon. Any help would be appreciated.
Tomorrow holds a brighter future.
2005-02-27, 2:26 PM #2
items.dat determines how much ammo you can hold.

the various powerup cogs (pow_this.cog pow_that.cog etc) determine how much ammo is collected for each powerup. Look for "ChangeInv()" lines; the last parameter of this verb tells JK how much to change the value (not the max or min values) of your ammo bins (in items.dat). For example, ChangeInv(player, 11, 24); will change the player's inventory bin #11 (energy cells I think) by +24.
May the mass times acceleration be with you.
2005-02-27, 3:57 PM #3
Does that work for thermal detonators and mines as well?
Tomorrow holds a brighter future.
2005-02-27, 5:50 PM #4
Of course. The only thing it won't work for is the saber and the fists. They're stuck on ---, if I'm not mistaken.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-02-27, 7:13 PM #5
Yeah, you can't change what type of ammo is displayed, only it's min's and max's. It's always going to show energy cells for weapons 2 and 3, '---' for weaps 1 and 10, etc.

Well, you can "trick" the engine by changing those values when changing weapons and backing up the values in other bins (still doesn't work for saber/fists), or you can have a 3do HUD, but I think that's about all you can do to get around it.
May the mass times acceleration be with you.
2005-02-27, 7:14 PM #6
Could you tell me exactly which line to edit? I know that I'm a n00b, but all I saw in items.dat in the way of ammo was energy cells, power cells, and rail charges.
Tomorrow holds a brighter future.
2005-02-27, 7:25 PM #7
Again, that's all there is -- bryar and stormie rifle use the same energy "pack", bowcaster repeater and conc the same power "pack", etc.
May the mass times acceleration be with you.
2005-02-28, 1:05 PM #8
There has to be a way to change the amount. I downloaded Golem Forge, an awesome weapon mod, but it was incredibly unbalanced. So I was going through and rebalancing it, then I noticed that I could only hold 1 mine and the equivelent of 1 thermal detonator, so there has to be a way to modify that.
Tomorrow holds a brighter future.
2005-02-28, 2:06 PM #9
Then you shall change lines "thermal_detonator" and "sequencer_charge". If you look at a items.dat file from Res2.GOB you'll find that all weapons but these 2 have a 1 in their max values. These 2 have a 30.

/Edward
Edward's Cognative Hazards
2005-03-01, 7:57 AM #10
Thanks, I'll try that.
Tomorrow holds a brighter future.
2005-03-01, 2:13 PM #11
Thanks, everyone. I fixed what I wanted to. Now, on to customizing that weapons pack...
Tomorrow holds a brighter future.

↑ Up to the top!