Ammo

Mr. Tid

L1: Registered
Aug 7, 2009
4
0
Is it possible to make it so a trigger works like a func_regenerate one, but with ammo only? I don't want the ammo item box there either though.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
AFAIK no.

If you do find a way (a berjillion invisible ammo boxes?) make sure it looks visually distinct from a normal resupply so players aren't confused.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You could always try spawning an ammopack via a point_template.
 

Mr. Tid

L1: Registered
Aug 7, 2009
4
0
Those are good ideas, I am new to this whole thing. To clarify, to make the ammo boxes invisible, would I just tell it not to render?
 

Terr

Cranky Coder
aa
Jul 31, 2009
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410
I'm not sure if you can, but Psy's way might work: Set up a small trigger volume and whenever anyone enters, spawn an ammopack.

'Course, if the person is already at full ammo, they might linger around if there's no way to remove them.
 

Westerhound

L5: Dapper Member
Feb 5, 2009
248
104
Make a trigger multiple, and make it spawn an ammobox inside when playerwalks in the trigger. You can see the barely see the box in the time, or then you make a invisible texture for the box
 

TracerDX

L3: Member
Jun 9, 2009
127
26
To solve the full ammo problem, input Kill to the ammobox like 5ms later. It would show up for maybe one frame.
 

Terr

Cranky Coder
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Jul 31, 2009
1,590
410
Maybe you can also spawn the ammobox under the floor the user is standing on, just high enough to be "picked up", not enough that you can see more than a pixel or two...
 

Mr. Tid

L1: Registered
Aug 7, 2009
4
0
Alright these ideas are all pretty good, I didn't think to just kill it after a couple of ms.