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press R to eject the mag
Right click on the magazine in inventory and select "Reload" (or alternately, press the G key)
press R again to insert the magazine back into the gun.
I made sure the gun was empty by pressing R, pressed G after (since the Reload option was unavailable), nothing happened, pressed R.. Still empty. I ejected again and the clip was empty. I've dropped 10 empty magazines on the ground because the bullets just keep vanishing.
1) wrong ammo in inventory
2) correct ammo but still in boxes/canisters and needs to be unboxed
3) conflicting mod - especially other gun mods (but not limited to)
4) build 41 IWBUMS (not compatible yet)
Hydrocraft, Silencers (direct download for ORGM, not via Steam), Cheat Mod, More Builds, Craftable Axes and Book Organizer(?).
I am also playing public build, no experimental build. Not sure if this is what IWBUMS is but upon Googling it mentioned the experimental build so.. No. Just playing public.
As for 1 and 2;
I was using the correct ammo. Made sure by hovering over the gun and directly typing it into the search field. I used only two guns from the mod. Both ammo types were correct, and they weren't in ammo boxes either. I spawned a bunch of individual magazines.
I don't know what I'm doing wrong at all. I bet you any money it's something so trivial.
EDIT:
I do want to point out that I've never actually found a gun from the mod yet as I have only wanted to experiment with it first, since right now I'm more sandboxing than playing. I have spawned both guns and corresponding ammo. Ammo appears normal at spawn, but once interacted with it becomes magically empty, saying 0-xx bullets. I only experimented with the 92 Berreta(?). I used an SMG first time but I didn't experiment with it.
Could spawning the ammo break the scripts or whatever? I could put the loot to very high in a new game and venture around and check.
The non-FMJ/HP variants are just dummy items for displaying the names, never meant to actually spawn or be used...though they should be converted to FMJ automatically when chambered if by some freak chance they do end up spawned. So if its not properly feeding those 'dummy rounds' then that's a bug on my part.
The mods you've listed shouldn't be conflicting. Cheat menu's Infinite ammo function...i cant vouch for. ORGM weapons have specific code for tracking ammo that is far different from the vanilla system. I doubt it properly handles it....the eventual errors and sound lockups you mentioned in the OP.
The magazines I was spawning were empty ones; they had no bullets in them. I put in the 5 bullets and reloaded the gun and it worked fine, then ejected the mag for 4 rounds (excluding the chambered bullet).
That's quite a system you have there.. I'm still new to Project Zomboid and the fact that you got that system working is pretty cool!
Ah well next update should remove the need for them completely, having them as actual potential items like that is a confusing buggy hack I've been wanting to ditch for a while.
I find this so cool you have to slowly load each bullet into the magazine. :o Guessing it's possible to find a gun without a magazine? Or more magazines. If you have more than one will it cycle to a fresh mag upon reload? :)
So HP's on small groups or solo targets, FMJ's when going full auto on hordes.
If you have multiple magazines, pressing R to insert will always load the one with the most ammo (or the most full one with your selected preferred ammo: the "Use only..." menu option)
Pressing G to reload the bullets into magazines will always select the first non-full magazine in your inventory.
Finding mags without guns is quite common. Don't really find guns without mags atm unless your playing MP.