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Повідомити про проблему з перекладом
There's really not much I can do other than point to that
anything that conflicts with the multiloader will by extension conflict with this
And as I told the other person a few days ago, there are other mods that also use multiloader that could/do edit the same commands this does and would end up overwriting this addon
Well, no, because multiloader makes use of its own skill_manifest file to help load the addons that depend on it
Won't load automatically otherwise, without the manifest file calling on it
The requirement is so this can be compatible with other mods. There's plenty of good or interesting ones out there that also use multiloader, so this way it'd be possible to use most of them at the same time
Half Life 2's workshop unfortunately isn't like Garry's Mod where you can just load up whatever, it's more like file replacements, just more convenient.
Either way, thanks for humoring me yammer about some random integer value used by the source engine lol.
Most other games uses -1 as inf ammo, but source uses -2 for some weird reason.
It's rare that people will even experiment and even try -2 out of frustration or something.
As far as i can recall, Source games are the only ones that uses -2. So that could be the reason?
Just a shame that these days this method of infinite ammo seems to be relatively overlooked by most, from what I'd seen. What with everyone using workarounds like givecurrentammo or impulse 101.. to changing 'bullet' types in weapon txt files in left 4 dead games, though I can understand l4d1's case since the sk ammo commands are locked down
back in v0.4a if memory serves me right.
It was reverted back in v0.6a due to demand and instead, you were given a toggle option console command you could call before starting or loading a map. Things have been more streamlined these days.
Correct. And the dependency of the script multiloader boils down to the fact the skill_manifest is run every time you change maps. So outside of editing the skill cfg itself, not taking advantage of the manifest means the values would otherwise be reverted amid a transition.
The value -2 is a funny story though. Simply put, it's hardcoded in the engine, and I noticed the value back in 2016 when looking into mods with Left 4 Dead 2. I can't be certain if it was like that back in 2004, but the code certainly had to have existed since the first Left 4 Dead
sk_max_<ammo> -2
But run at the start of the game via "scripts" or in this case, just CFG commands.