More Ammo Mutator [1.7]

V 0.8 mod for Insurgency: Sandstorm

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description

With this mutator you can override your normal magazine count for primary weapons, secondary weapons and also the underbarrel attachment.
By default it will use the values as shown below in the first approach, but you can also configure using the old approach. Write one of the following config sections in your Game.ini

Use -Mutators=MoreAmmo like normal, but also add -ModDownloadTravelTo=Powerplant?Scenario=Scenario_Powerplant_Checkpoint_Security to your startup as well, otherwise you'll have to reload the level before the mutator mods will kick in. Don't forget the -Mods flag as well if you don't already have it in there.

If this is your first time adding a mod to a server, please read the documentation at https://insurgencysandstorm.mod.io/guides/server-admin-guide#read17 (especially the Mods section)


1. Using multipliers (Recommended approach)

This approach is recommended because it upgrades all the classes equally. Light and Heavy carrier are still useful as the extra ammo you get from them is also multiplied.

[/MoreAmmo/Mutators/MoreAmmo.MoreAmmo_C]
;You will get 3 times the normal amount of ammo for your primary weapon.
PrimaryAmmoMultiplier=3.0
;You will get double the normal amount of ammo for your secondary weapon.
SecondaryAmmoMultiplier=2.0
;You will get 50% more ammo for your underbarrel attachment.
UnderbarrelAmmoMultiplier=1.5
;You will get twice the ammo for your explosive launchers like the RPG7/M3 MAAWS, single-use launchers are unaffected
ExplosiveLauncherAmmoCount=2.0


2. Using fixed values (Old approach)

This approach was how the mod worked initially, it remains supported but it has some downsides. Light and Heavy carrier become quite useless because they no longer affect ammo capacity, with the exception being the extra Explosive slot. Also, some classes clearly benefit more than others from a fixed value. Machine Gunners are a good example of this.

[/MoreAmmo/Mutators/MoreAmmo.MoreAmmo_C]
;You will get 20 mags worth of ammo for your primary weapon regardless of your class and carrier.
PrimaryMagsCount=20
;You will get 10 mags worth of ammo for your secondary weapon regardless of your class and carrier.
SecondaryMagsCount=10
;You will get 3 grenades in your grenade launcher attachment if you have one equipped.
UnderbarrelAmmoCount=3
;You will get 5 shots for your explosive launchers like the RPG7/M3 MAAWS, single-use launchers are unaffected
ExplosiveLauncherAmmoCount=5


3. Mixing multipliers and fixed values (Hybrid approach)

You can mix and match settings from either approaches, when you configure both a multiplier and a fixed value for the same weapon type, the multiplier will take priority over the fixed value.

[/MoreAmmo/Mutators/MoreAmmo.MoreAmmo_C]
;You will get 3 times the normal amount of ammo for your primary weapon.
PrimaryAmmoMultiplier=3.0
;You will get 10 mags worth of ammo for your secondary weapon regardless of your class and carrier.
SecondaryMagsCount=10
;Disables overriding the ammo. You will get the default amount of ammo for your underbarrel attachments
UnderbarrelAmmoCount=-1
;Disables overriding the ammo. You will get the default amount of ammo for your explosive launchers like the RPG7 / M3 MAAWS
ExplosiveLauncherAmmoCount=-1

As demonstrated above, you can disable any of these options by entering -1 as the value.

If you find any issues please let me know.



Known issues:

- You cannot use the small ammo boxes in Checkpoint Hardcore until you are below the normal maximum.
- When your underbarrel ammo is equal to or greater than 4, the game wrongly displays your primary weapon magazine count next to it, just ignore it.

Credits

  • 15 Jul 05:06
    Version 0.8

    repack for 1.7



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Abonniere More Ammo Mutator [1.7]
Der Mod wird automatisch beim nächsten Start von Insurgency: Sandstorm installiert.
Insurgency: Sandstorm
filedata.15.zip
1.41 MB 34376

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