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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
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refill_mag()
{
weapon = self getcurrentweapon();
ammo = WeaponClipSize( "weapon" );
self SetWeaponAmmoClip( "weapon", ammo );
}
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![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Pretty sure you could just do giveMaxAmmo("weapon") instead.
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![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
what script does that go into?
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
full_ammo_powerup( drop_item )
{
players = get_players();
for (i = 0; i < players.size; i++)
{
primaryWeapons = players[i] GetWeaponsList();
for( x = 0; x < primaryWeapons.size; x++ )
{
players[i] GiveMaxAmmo( primaryWeapons[x] );
players[i] setWeaponAmmoClip( primaryWeapons[x], weaponClipSize( primaryWeapons[x] ) );
}
}
// array_thread (players, ::full_ammo_on_hud, drop_item);
level thread full_ammo_on_hud( drop_item );
}
somthing like this although this will work for the weapon the player is holding Code SnippetPlaintextrefill_mag()
{
weapon = self getcurrentweapon();
ammo = WeaponClipSize( "weapon" );
self SetWeaponAmmoClip( "weapon", ammo );
}
refill_mag()
{
weapon = self getcurrentweapon();
ammo = WeaponClipSize( weapon );
self SetWeaponAmmoClip( weapon, ammo );
}
weap = self getCurrentWeapon();
self setWeaponAmmoClip( weap, weaponClipSize( weap ) );
Pretty sure you could just do giveMaxAmmo("weapon") instead.
full_ammo_powerup( drop_item )
{
players = get_players();
for (i = 0; i < players.size; i++)
{
primaryWeapons = players[i] GetWeaponsList();
for( x = 0; x < primaryWeapons.size; x++ )
{
players[i] GiveMaxAmmo( primaryWeapons[x] );
}
}
// array_thread (players, ::full_ammo_on_hud, drop_item);
level thread full_ammo_on_hud( drop_item );
}