Black Mesa

Black Mesa

[SOURCEMOD] Ammo Pickup ConVar/Crossbow Pickup Fix
34 Comments
Neo2266 2 Jul @ 2:55pm 
Black Mesa past 2018 really was 3 steps forwards 2 steps backwards. I despise how Revolver pickups now give 12 ammo instead of 6. Even with the increased capacity, you're always full. I swear the shotgun used to give less also.

This paired with the choice to give the player the revolver all the way at Power up, not only disallows the player to have a ranged option at We've Got Hostiles, but takes away the opportunity to train with the revolver, and completely fucks over the idea that revolver ammo is precious!

The place where you find it now, has enough ammo for 3 full inventories, and the worst thing is that, if the player remembers this and tries to go back for it, the door is now closed cuz... can't have the player venture off the straight line we made for them. It's so fucking pathetic.
(not to mention that you now recieve the revolver alongside Tripmines, so a new player will be overwhelmed)

Anyway, thank you, this at least partly fixes this issue.
pyromine_niac 7 Feb @ 8:25am 
there seems to be a problem with the "bm_ammopickup_mp5" convar, when I set it to 10 it still gives me 30 rounds
2.5 Bobux 30 Dec, 2024 @ 8:58pm 
Thank you so much for making this! This has been bugging me for who knows how long, I really can't thank you enough haha. Just tested it on my end and it seems to work as intended, at least for now.
Nevermore2790 17 Nov, 2024 @ 8:10am 
Apparently, the latest Black Mesa update must have broke Sourcemod plugin. Having that will have a guaranteed crash when starting up the game. Any mods that rely on this plugin will be useless.
khánh 7 Nov, 2024 @ 6:24pm 
tysm
White and Birdy™  [author] 7 Nov, 2024 @ 5:13pm 
No, but the ammo commands in the mod release of BM aren't malformed, so there's no need.
khánh 28 Oct, 2024 @ 8:59pm 
ik its late but do this also work with the free version aka 2013 version?
gimblegorg 3 Sep, 2024 @ 6:26pm 
turns out the meta and sm commands are unknown but the mod still works. cool
gimblegorg 30 Aug, 2024 @ 6:45pm 
it didnt work :<
gimblegorg 30 Aug, 2024 @ 6:43pm 
heey so i might jsut be blind but i checked every step at least 3 times and the meta and sm commands dont work. im still gonna try sm plugins list tho, so yeag
Ballistic Wizard 8 Aug, 2024 @ 2:03pm 
This seems like it should be useful for reducing ammo picked up throughout the game. It would be nice if we could have a global multiplier, like a global 50% mult. I feel like too much ammo really disincentivizes weapon swapping and reduces gameplay variety.
Alex 25 Jul, 2024 @ 11:01am 
Thanks, that worked!
White and Birdy™  [author] 25 Jul, 2024 @ 10:21am 
@The One Free Man; Yeah, I need to update the instructions and such for my SourceMod plugins at some point. For now, though - go into your /bms/addons/sourcemod/plugins folder and remove any .smx files that you haven't installed yourself. Basically anything that doesn't start with the "bm_" prefix - admin-flatfile, basebans, clientprefs, nextmap, etc. That should do the trick.
Alex 25 Jul, 2024 @ 2:49am 
This is what it says in the console before I get disconnected.
https://prnt.sc/X7ehIQZ98AsM

I've got "-insecure" in my launch options so I don't know why it's not working.
Alex 25 Jul, 2024 @ 2:40am 
Hey, I tried installing this and SM and MM, and noticed that level transitions disconnect me to the main menu. Is this a known issue and do you know if there's a fix?
The 2fort Goblin (real) 16 Mar, 2024 @ 2:18pm 
@Vassago Rain
Thank you my dude, sorry for replying so late i actually found this out myself later, but now i see that you adviced me here. Nevertheless, thank you for caring :steamthumbsup:
Vassago Rain 12 Sep, 2023 @ 12:21am 
@The 2fort Goblin (real)
Change MP5 pickup size in the MP5 weapon dmx. The clip, the MP5 pickup, and the MP5 dropped by NPCs armed with MP5s are all different entities, that need to controlled independently
There's a bunch of already made mods that set HECU dropped MP5 pickups to 15 or even lower.
The 2fort Goblin (real) 11 Sep, 2023 @ 4:20am 
Ok when i try to change the ammo value of the MP5, to let's say 15, it changes the ammo value of the MP5 clip to 15. But when a soldier drops his MP5, it always gives the 30 ammo just like normal. Any way to change that to 15 as well?
tobacco Tobias 10 May, 2023 @ 1:52am 
Thanks for this! The only missing piece so far is when weapons are dropped by armed & killed NPC's, they give you a fully loaded gun worth of ammo. This ignores the values set by the 'bm_ammopickup_x'.
Somewhat similar also applies to weapons picked up for the first time. This gives you one full mags worth + the 'bm_ammopickup_x' value.

Thanks in advance to anyone who's willing to help out.
The Bucket 16 Mar, 2023 @ 4:09pm 
Ok its not a text file but I can't figure out what to do with it
The Bucket 7 Mar, 2023 @ 4:35pm 
It just sends it to me in a text kind of file
The Bucket 7 Mar, 2023 @ 4:35pm 
Everytime I try to install the SoureMod Package, it does not send it to me in a file
naryan 13 Jan, 2023 @ 6:10pm 
I know this probably isn't the place,
but do you know of a mod for Black Mesa
that re-introduces the backpack/passive reloading from Half-Life 2 ?
Thanks
C1TY 25 Mar, 2022 @ 1:43am 
sm is unknown command
Evy Houstuvk 31 May, 2021 @ 7:55pm 
Uggggh. It bothers me so bad that they've never fixed the crossbow ammo pickup. It's just... bad design tbh.
ninthlyokowarrior 13 Apr, 2021 @ 1:44pm 
NVM, I figured it out. I still have to figure out what the "scale" variable does.
ninthlyokowarrior 13 Apr, 2021 @ 1:36pm 
What's the difference between "ammp_per_tick" & "ammo_tick"
Vassago Rain 13 Apr, 2021 @ 12:21pm 
sk_weapon_gluon_plr_dmg_tick
sk_weapon_gluon_dmg_scale
sk_weapon_gluon_plr_ammo_per_tick
sk_weapon_gluon_plr_ammo_tick
sk_weapon_gluon_plr_dmg_per_tick
ninthlyokowarrior 13 Apr, 2021 @ 12:10pm 
I tried modifying the gluon ammo consumption, & got an unknown command error.
Vassago Rain 13 Apr, 2021 @ 12:06am 
The magnum, outside of the chapter power up, doesn't suffer from the same nonsense 'ammo around every corner' as the crossbow, so it's more in need of getting individual ammo boxes removed, and the 12 ammo revolvers replaced with 6 ammo revolvers, rather than the value of each box getting cut.

Gluon ammo consumption can be freely controlled through the skill.cfg and CVARs.
ninthlyokowarrior 12 Apr, 2021 @ 7:24pm 
Well, the thing with 6-round 357 pickups was how it was in the original game. Also, the spawn points in other ammo was mostly for the case of being able to balance the 357 in the same way the current 1 balances the crossbow. The multipliers could just use the same logic as the Crossbow pickup doubler command, but as instead of Booleans that define whether or not any more spawn at all, it’s integers that determine how many additional instances of that ammo pickup spawn there. Setting the integer to 0 is vanilla spawn behavior, setting it to 1 is identical to how the current pickup doubler for the bolt magazine works.
White and Birdy™  [author] 12 Apr, 2021 @ 7:08pm 
@Anschluss; Wow, how'd I screw that one up? Good catch, lol. I'll fix that real quick.

@NLW:
- 357 pickup: Hmm, maybe. A 12-box 357 pickup isn't as dumb as the magical 10-bolt crossbow pickups, though, so no promises there yet.
- Spawn points: That's something I'm thinking about, yeah. It'd be nice to do that, but I think the crossbow is the one that needed this most.
- Gluon consumption: I'll have to look into that one.
- Config file: As mentioned, once you've launched the game with the plugin installed, there'll be a config file in /cfg/sourcemod/ that has the cvars in it. Setting them in there will make the game use those on startup.
- Spawn multiplier: Hmm... I'll have to look into that some more, I think.
Anschluss 12 Apr, 2021 @ 6:37pm 
Great thanks only snafu was that the download folder in the Workshop folder was not 546560 but 362890.
ninthlyokowarrior 12 Apr, 2021 @ 2:34pm 
There are a few other cvars I can think to add:
-set the 357's pickup value to 6 by default.
-that spawn point thing you did so adjusting the crossbow ammo pickup doesn’t break map balance? add similar spawn point check systems for the other ammo types.
-restore access to the cvar for adjusting the Gluon Gun's ammo-per-shot consumption rate.
-If possible, implement some sort of configuration file so it can automatically load your preferred values for this upon opening instead of you having to put it through the console?
-make the ammo pickup spawn variable an integer instead of a Boolean, so we can determine how many extra ammo of a given type show up on its spawn point multiplier. For instance, making it so that 5 hand grenades will spawn in place of 1, or 2 MP5 grenades will spawn in place of 1, like in the original.