Ravenfield

Ravenfield

Ammo Control [COMMISSION]
52 Comments
RadioactiveJellyfish  [author] 4 Apr @ 10:30pm 
I didn't say it was impossible lol. I'm just not interested, or haven't been comissioned to do so.

I'm also just not a fan of current limitations on how users would assign data they want to change for weapons. I'm working on something that lets the game read .json files to modify weapon stats though.
snippyasitgoes1930 4 Apr @ 7:57pm 
I don't know but this guy managed to create a way to create a good weapon stats variety mechanic via trigger system, heck, the damage output, ammo count and fire rate of your weapons are even changed to fit your needs...

Link to mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3357567194
RadioactiveJellyfish  [author] 15 Mar @ 8:27pm 
Firerate is possible but it would break how some weapons sound
f 15 Mar @ 7:39pm 
@AnnoyedCardboard https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3141806633 Weapon Tweaker lets you change damage, but no mod for firerate
AnnoyedCardboard 12 Mar @ 10:19am 
could you make a mod that allows us to set the damage and/or firerate of weapons?
0ne_Man_Arman 23 Feb @ 10:06am 
Once you update this mod can you leave the old version in case of EA26 incompatibility?
Specialist_Kilo 22 Feb @ 4:58am 
Gotcha and also thanks for address the issue I've found.
RadioactiveJellyfish  [author] 21 Feb @ 9:12pm 
You'll just have to wait til I have time again I'm afraid. I'll roll it back to the previous version for now.
Specialist_Kilo 21 Feb @ 8:40am 
The latest update is busted lol.

Some of the weapons won't affect change like the Five-Seven from the original MW trilogy and more of them, I need you to address some issue ASAP.

Or it could indicate that some weapon name has "-" that will cause ammo of the weapon won't change.
saffron3d 30 Oct, 2024 @ 11:48pm 
It appears that this mutator doesn't work for weapons that have a comma in their name.

For example, the Chauchat M1918 mod is named "Automatic Rifle, Model 1918 (Chauchat)" in-game and it doesn't work on this mutator, probably because a comma is used on the mutator itself to include another weapon in a line.
Korsakovia 29 Oct, 2024 @ 6:44pm 
Basically there’s an initial reload animation which places the stripper clip in the rifle, but it only technically loads a single round into the rifle (I know because I can only fire 1 round after), and when I click “r” a second time to add the 2 missing rounds (the animation shows up in the form of inserting individual rounds, not another stripper clip) the reload doesn’t stop after I’ve inserted 2, but instead goes on infinitely.

Now, if I switch to another weapon in the middle of this “eternal” reload and then go back to the Berthier, it will be full again (as in containing so many bullets that I can’t reload again), but instead of containing 1 or 3 or 5 bullets, it has 4, so I am able to fire 4.

I hope that made sense, lol. Any thoughts on what might be going on/what to do?
Korsakovia 29 Oct, 2024 @ 6:43pm 
@B.P.Emma Hey, I see you commenting a lot on this mod, so I’m curious about your take on something…

Basically I've been trying to reduce the default magazine size of this one gun (“Berthier M34” from the Berthier pack) from 5 rounds to 3, because the model is the closest I can find to the 1907 Berthier rifle, and historically that one held 3 rounds as opposed to 5.

The issue I’m running into, is that when change the value in the mutator from “-“ to 3, I will spawn with 3 rounds in the stripper clip (and a maximum of 3 at that), but if I fire all 3 rounds and then reload, the reload actions/animations are then split into two parts.
fillwithjoy1 5 Sep, 2024 @ 6:08pm 
Can we have an option where the weapon starts with no ammo? This would be useful for airstrikes + gear recharge to make it feel like killstreaks
f 7 Aug, 2024 @ 11:16pm 
I think they have different OITC scripts but the outcome is still the same
RadioactiveJellyfish  [author] 7 Aug, 2024 @ 10:59pm 
Could you link a few examples? I could take a look. Can't guarantee I can do anything about it though.
f 7 Aug, 2024 @ 10:21pm 
Wish that was the case, most one in the chamber guns reset back to their default mag capacity after a reload :(
RadioactiveJellyfish  [author] 7 Aug, 2024 @ 5:06pm 
It should work with most one in a chamber weapons, but might not with some. It'll depend on how they implement their one in a chamber system.
f 7 Aug, 2024 @ 4:36pm 
Is there any way to make this compatible with guns that use one in the chamber (most of the guns on the workshop)
地安白顺 23 Apr, 2024 @ 8:59am 
excuse me, how can i use if i can't enter the correct word such like MA40 as follows MOD
"https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2578854028"
EmmiCake 27 Jan, 2024 @ 12:59am 
as the person who comissioned it this was something we spoke about and i explicitly said i wouldnt want it to affect bots if there was any performance drop, at all. sorry. balancing bots ammo just isnt something i care about at all
bigdog447 26 Jan, 2024 @ 4:54pm 
A optional setting for bots would be fantastic for balancing some explosive weapons, Like making an AT4 that actually only has 1 shot, or grenade launcher with only 3 spare ammo. How much would it impact performance to reduce the ammo on about 10 weapons for bots?
RadioactiveJellyfish  [author] 16 Jan, 2024 @ 4:21am 
I suppose I could add a toggle to allow it to work on bots. Can't guarantee it'd perform well though, especially at higher bot counts.
EmmiCake 15 Jan, 2024 @ 9:42pm 
its not supposed to, for performance reasons. its for balancing weapons that you use
amazinghottguy 15 Jan, 2024 @ 5:44pm 
Doesn't work for bots :,(
tranhoangkien111 1 Aug, 2023 @ 5:59pm 
but when i turn off your mod i can reload again
tranhoangkien111 1 Aug, 2023 @ 5:58pm 
i use the m249 mod and the mk 49 and m294 in the war on terror pack but i cant reload both of the guns
RadioactiveJellyfish  [author] 1 Aug, 2023 @ 8:51am 
Care to elaborate?
tranhoangkien111 1 Aug, 2023 @ 8:16am 
i cant reload my m249 because of the mod
RadioactiveJellyfish  [author] 8 Jul, 2023 @ 8:20am 
Just not possible for me to account for everything on the workshop, so please understand if something doesn't work with another mutator.
RadioactiveJellyfish  [author] 8 Jul, 2023 @ 8:18am 
Yeah Tactical Kit's method of doing its grenades and stims are the same as how Quick Throw does it (temporarily replace the weapon) but I cannot account for when Tactical Kit returns the weapons.
EmmiCake 8 Jul, 2023 @ 6:01am 
tactical kit, much like quick throw and weapon drop, changes your loadout briefly. unlike those 2 though which have built in compatiability, red has no check in their mutator
foxtrot 8 Jul, 2023 @ 5:06am 
Incompatible with the Tactical Kit mutator for some reason. Using the stim or grenade from that mod resets the ammo configuration for a gun.
EmmiCake 15 Mar, 2023 @ 3:13pm 
thats due to the way weapon modders make their reloads i think. its how some of them create 1 in the chamber functions, like by setting a magazine to contain 30 but the max is 31. therefore itll always reload 30

my recommendation would instead just be to reduce mag sizes. if you want to increase ammo, do so with reserves instead of magazines. the exceptions though are certain weapons that reload 1 bullet at a time and 1 only, like dr phds winchester. i increased that guns mag from 5 to 8

if you think your gun is too weak even with more supply, try giving it infinite ammo. i did that with some of the weaker guns ive got downloaded 😊
0ne_Man_Arman 15 Mar, 2023 @ 2:26pm 
@RadioactiveJellyfish


Love your mod, though I may have found a problem, when I change magazine size from 100 to let's say 200 on some weapons like MG3 made by Joseph Gabestar and I reach 0 rounds and reload then only 100 rounds appear in the gun's magazine and it needs to be reloaded 2nd time to reach maximum capacity(200 rounds),

it's as if although the mag size has changed, the ammount of ammo that gets reloaded at once was hardcoded in a way, idk if it's fixable but decided to let u know.
EmmiCake 10 Mar, 2023 @ 4:30am 
not for me it doesnt: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2944815399

if youre referring to direct control though, direct control is literal. if you give a weapon a mag size of 3 and a reserve of 7, itll literally hold 3 in a clip and 7 bullets in total. for example in the screenshot you can see ive set the extas felon to a mag size of 40, and a reserve of 60 (by default its 61/225 or something)

and i feel you haha its a lot to do. i have a lot of weapons to balance over 50 configs, but what i do is i write all these down on my phone, then email it to my pc and just copy paste it all. its not as much work as youd think 😊
Andbrew 10 Mar, 2023 @ 4:25am 
Direct control could work, but there's so many weapons, I'm really not up to do them all
EmmiCake 10 Mar, 2023 @ 4:24am 
and as always take your time jelly, your work is so much appreciated. take care love and make sure to respect your free time 🌸
EmmiCake 10 Mar, 2023 @ 4:22am 
@Andbrew negative values in general control do this. it can also break some weapons if you set it to -3 across the board and an affected weapon has 2 mags for example, but stopping it from being able to resupply, but you can simply fix those weapons through the direct control. i do this exact thing with a particular sniper from the spec ops pack
Andbrew 10 Mar, 2023 @ 4:17am 
Amma test it

As for being burnt out, I feel you, take care
RadioactiveJellyfish  [author] 10 Mar, 2023 @ 4:09am 
I haven't tested it myself but negative values on general control might be able to do that already.

As for disabling resupply crates I can look into it, but new stuff won't come for a while since I'm feeling a bit burnt out.
Andbrew 10 Mar, 2023 @ 4:03am 
Could you add an option to reduce all weapon ammo counts all across the board?

Or perhaps a mutator which would disable resupplying from supply crates?
RadioactiveJellyfish  [author] 28 Feb, 2023 @ 3:14am 
I've looked into that before, and while possible, I haven't found a performant way to do it sadly.
Sasquatch 28 Feb, 2023 @ 3:12am 
Works nicely, thank you. There are a few guns out there with WTF ammo counts. Now....if only there was a way to modify damage ;)
Titanus 23 Feb, 2023 @ 12:05pm 
Noice
RadioactiveJellyfish  [author] 23 Feb, 2023 @ 6:01am 
It's just a tool to let players balance the game more. Nothing too flashy. Was fun to work on though.
Nietabs 23 Feb, 2023 @ 5:32am 
Looks confusing but cool
EmmiCake 23 Feb, 2023 @ 12:01am 
@Secret Gov-er-ment Employee bots already do this! its just difficult to notice as usually they die long before they run out
bluedream 22 Feb, 2023 @ 11:35pm 
COOOOOOOOOOOOOLLLLLLLLLLLLLLLLL
RadioactiveJellyfish  [author] 22 Feb, 2023 @ 10:18pm 
No this only affects the player