by Gez » Tue May 17, 2011 19:20
For reference, max ammo amount always use the values for the top-most ammo type; so when you have an Actor Newclip : Clip, the Ammo.MaxAmount will be ignored since instead Clip's value will be used.
The other issue to note is that when you entirely replace the ammo without using inheritance (as in your second try), you then need to also change the weapon definitions to tell them to use the new types instead of the old. And you probably should have used the "replaces" keyword too so that these new ammos actually get spawned.
It is all around quite complicated. It's the one thing for which using a DEHACKED lump is still a better solution; even if one that only works with Doom (i.e., not in Heretic and other games).
For reference, max ammo amount always use the values for the top-most ammo type; so when you have an Actor Newclip : Clip, the Ammo.MaxAmount will be ignored since instead Clip's value will be used.
The other issue to note is that when you entirely replace the ammo without using inheritance (as in your second try), you then need to also change the weapon definitions to tell them to use the new types instead of the old. And you probably should have used the "replaces" keyword too so that these new ammos actually get spawned.
It is all around quite complicated. It's the one thing for which using a DEHACKED lump is still a better solution; even if one that only works with Doom (i.e., not in Heretic and other games).