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It also attempts to use two lines of javascript :
qz_instance.SetCvar("sv_altEntDir", "noHMG"); // just enables the mod.
qz_instance.SetCvar("g_startingAmmo_hmg", "0"); // just sets HMG starting ammo to 0
That is all, and FFA was the main focus for testing before release.
Any other spawn configuration has to be the result of other mods, factories or server settings.
hearth
Should have been converted by following these steps to go back to QL original:
weapon_plasmagun --> weapon_shotgun
weapon_hmg --> weapon_plasmagun
ammo_hmg --> ammo_shells
almostlost
ammo_hmg --> ammo_bullets
Move ammo_lightning from between cells and grenades back to where weapon_hmg is, delete weapon_hmg.
basesiege
weapon_hmg --> weapon_nailgun
devilish
weapon_hmg --> item_health
falloutbunker
weapon_hmg --> weapon_chaingun
ammo_hmg --> ammo_belt
leviathan
weapon_hmg --> weapon_chaingun
ammo_hmg -->ammo_belt
windowpain
weapon_hmg --> weapon_chaingun
ammo_hmg -->ammo_belt
vortexportal
weapon_hmg --> weapon_chaingun
ammo_hmg -->ammo_belt
scornforge
weapon_hmg --> weapon_chaingun
ammo_hmg -->ammo_belt
This should be default for all ffa servers. No HMG, no loadouts, no item timers.
It does not physically modify any already installed files (workshop items can't, unless they bundle an application and you manually then run that)
You'll have to manually set it in the server config
seta sv_altEntDir "noHMG"
updating the desc above.
I guess maybe dedicated servers don't run the .js
Firing up a server to test it myself now.
I've added the id to workshop.txt, and have confirmed it was downloaded correctly.
And in some instances (Asylum, Trinity) it's placement ruined how the map was played, or in cases like Stonekeep (CTF) just destroyed the gameplay so completely so no one ever played the map again, and it was a *brilliant* CTF map without it.