Left 4 Dead 2

Left 4 Dead 2

Low Ammo
20 Comments
zac 24 Oct, 2024 @ 6:15pm 
Is there some way to edit the ammo values? I'd like to make my own somehow but i dont really know anything about this stuff. I messed with a plug in I saw on allied mods but I dont exactly know what to do with it. any help appreciated <3
Legoshi's Lover 4 Jun, 2024 @ 3:24pm 
"Now EVERY gun feels like the M16."
Kaiser Adradum 14 Mar, 2024 @ 11:06am 
i loove this mod, Could you make a version where it has one more charger?
Zephyra  [author] 28 Mar, 2023 @ 7:56pm 
@Kix 125HUD. You can find it on GameMaps, however it's made for pre-TLS, so you may find some bugs.
StuckInWashingMachine 28 Mar, 2023 @ 7:34pm 
Yo what is that hud mod
Jack Baker 16 Oct, 2021 @ 3:34pm 
Oh wait never mind sorry.
Zephyra  [author] 28 Jul, 2021 @ 2:10pm 
@CampCrystalLake Seems to still work for me? Perhaps you could provide me with some more information as to why it doesn't work.

If you have any other script mods running though (some are disguised as such), it will completely break this. Also, you have to be running this on a local server, which you should be doing anyway.
Jack Baker 28 Jul, 2021 @ 1:25pm 
I don't think this add-on really works.
Cider Bizet 5 Oct, 2020 @ 6:35pm 
I see, I just thought that it would be fine even though I use custom scripts for every weapon except the m60 and uzi. But what's strange is that when it works, the weapons' scripts all stay fine as well. Guess I'll poke around and see what's causing this.
Zephyra  [author] 5 Oct, 2020 @ 6:18pm 
@Cider Bizet Some sort of mod confliction is occuring if it's doing that. The order cannot really be changed easily though, so I'd suggest looking at what script mods you have and remove them. Some mods disguise scripts inside of them to allow them to perform better or have bonus features, so it could take a while for you to figure out what other scripts are conflicting. You could always look inside all of your mods via GCFScape and see if there is a scripts folder inside of any of the mods overriding gamemodes.txt. If any of them override it, remove that mod or modify the mod yourself to remove said script to allow this script to work (there are many ways to fix this as you might tell).
Cider Bizet 5 Oct, 2020 @ 6:02pm 
Sometimes it works, sometimes nothing changes. Should it be, somehow, at the top or bottom of the mod list?
Also, am only using it in singeplayer campaigns with sv_consistency 0 like you've described.
GUNMAN280 2 Oct, 2020 @ 5:28pm 
ok, ill have to see if i can find it lol. thanks
Zephyra  [author] 2 Oct, 2020 @ 9:10am 
@GUNMAN280 There's a plug-in that does that. A script can't do that.
GUNMAN280 2 Oct, 2020 @ 2:53am 
Is it possible to make it so there is only one gun per... gun? Like once someone picks up that weapon then its gone unless they drop it.
Zephyra  [author] 20 Oct, 2019 @ 2:02pm 
@Reggae from Nontendo Good thing you know how to use plug-ins instead of bugging me to somehow fix it :D
Boulder Ball 20 Oct, 2019 @ 2:00pm 
It's fine, I found some SourceMod plugins to change ammo amounts a while back so there's no problem.
Zephyra  [author] 20 Oct, 2019 @ 1:53pm 
@Reggae from Nontendo I can't make them compatible unfortunately, they both are the same kind of script.
Zephyra  [author] 1 Jun, 2019 @ 6:57pm 
@TheRealCheesecurl™ Here you go: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1758538736 (doesn't remove all ammo piles, but it should be fine (requires knowledge of other things I don't know))
Lawful Dumbass 1 Jun, 2019 @ 5:43pm 
you should make "no ammo"
guns only have their 1 clip and no ammo piles spawn, need to pick up another gun to replace the empty one