Requirements:
1. notepad/notepad++
2. Half-Life 2/HL2 Mods
3. A test map
First off open up weapon_alyxgun in scripts. Then type the following
// Alyx Gun
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "SEMIAUTOMATIC PISTOL"
//"viewmodel" "models/weapons/W_Alyx_Gun.mdl"
"viewmodel" "models/weapons/v_pistol.mdl"
"playermodel" "models/weapons/W_Alyx_Gun.mdl" //FIXME:
"anim_prefix" "alyxgun"
"bucket" "6"
"bucket_position" "4"
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "1"
"default_clip2" "-1"
"primary_ammo" "AlyxGun"
"weight" "2"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Weapon_Pistol.Reload"
"reload_npc" "Weapon_Pistol.NPC_Reload"
"empty" "Weapon_Pistol.Empty"
"single_shot" "Weapon_Pistol.Single"
"single_shot_npc" "Weapon_Pistol.NPC_Single"
"special1" "Weapon_Pistol.Special1"
"special2" "Weapon_Pistol.Special2"
"burst" "Weapon_Pistol.Burst"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"ammo"
{
"file" "sprites/w_icons1b"
"x" "128"
"y" "0"
"width" "128"
"height" "64"
}
"weapon_s"
{
"file" "sprites/w_icons1b"
"x" "128"
"y" "0"
"width" "128"
"height" "64"
}
"ammo"
{
"font" "WeaponIcons"
"character" "p"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
After that, save the file and test it in-game. Although ahe ammo part says 1 ammo, it actually has infinite. Have fun!
Source:
Missing Information 1.6
Map: mi_buildingblocks.bsp
Script: weapon_alyxgun
Thanks to:
MI Dev group
Valve
wow, so much for learning by copy-paste...
I Changed it a little. After reading the info, I found out it's actually a glitch/bug/error.
or in GMOD use givecurrentammo lol it gives you 9999 ammo!
Doesn't work for other weapons? Are you sure?
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