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It's probably either a custom server setting or some script conflict.
You might want to try "M60 Fixes" or whatever the vscript mod is called that actually prevents the M60 from dropping.
The 110 rounds are supposed to imitate the realistic belt capacity with some room for error. But I won't lie, I often lose the gun myself in the heat of battle. I just treat this as overheating failure.
Reserve = 400
and were good to go
If you give a submachine gun the assault rifle ammo type, it will have 360 reserve (by default) but receive gibbing abilities. Grenade launcher ammo type instagibs common infected and stumbles everyone , including Tanks and Witches, but only has a 30 round reserve and does not actually make the weapon fire grenades. AMMO_TYPE_MINIGUN is essentially the .50 cal type, similar to the M60 ammo type but with a massive 800 reserve. There's also AMMO_TYPE_TURRET, which has 300 reserves and no gibbing.
Well, that and the "update" folder having the most up-to-date scripts (this is also why the guide writer couldn't find the M60 script, because it first appears in DLC1).
Okay, so every instructions provided in that link is still relevant, except for script files, right?
Set up games and directories, and go nuts.
Just wanna ask if this is still the method you're using when editing scripts. I know it's obsolete. Tried it.
Do you have any link of any working modding methods?
But the scripts do funny stuff if the ammo counter is above 250. The counter is byte-sized, so it glitches around 255. You can end up being unable to equip your M60 if you have a certain number on your ammo counter.