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Hey, that'd be great, though understandably it'll be preferable to have a native way to check for the ammo. So if you find anything, let me know. Thanks!
Hey,
As described before, this is an intended behaviour.
There is a limitatation in Alyx, that we cannot directly access the current ammo count of a player. Instead, I'm tracking when the player finds new ammo (or spends a mag), which then gets added to a sort of 'virtual ammo count' that you will receive upon reactivating the guns, so the first time you activate Crowbar in a level your ammo will reset to a default value, but from that point forward it will be tracked.
Unless you had already run out of ammo by shooting, you shouldn't be ever left with no ammo after using the Crowbar, which is what matters.
I don't know what controllers you use, but if you played HL:A, it should be the exact same button you'd use to arm/activate a grenade when holding it in your hand.
I also recommend to check the main Workshop page of this mod, as it includes other information that might be important to know.
Hey, that's the case with using Scalable Init Support and generally some other mods that might not be compatible with this mod - It works best with vanilla game or mods that don't replace models and such. I believe you should still be able to gravity-glove the floating Crowbar that's caused by Scalable Init Support.
The ammo issue will probably stay with the current implementation, since there's not a nice way of detecting player's resources, so the way it's done here is that the ammo picked/used is tracked per-session/per-level with some default amount given to the player + whatever was found.
It was still fairly rare, wasn't it? Did it happen during normal gameplay? I don't expect players to get into a situation that could result in a crash very often - but still thanks for stresstesting it, I probably wouldn't find it otherwise!
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Just a thought but have you thought about making the crowbar a item_hlvr_weapon_generic_pistol? You just set it to have zero ammo and make a crowbar model with the one hand pose and no animations. Idk if it's possible but I thought about it a bit.
The bonus would be that it would follow the hand exactly (aka no mass) and it would be a weapon in your wheel. The disadvantage would be that you couldn't throw it and that it takes up a weapon slot. Personally those trade offs sound better for a weapon in a custom map where it's designed to be the third weapon but I'd see why you wouldn't want to give up a slot if you're using it in the campaign.