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Ammo - GreenMag #1061

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PteDeltaY opened this issue Jul 16, 2024 · 0 comments
Open

Ammo - GreenMag #1061

PteDeltaY opened this issue Jul 16, 2024 · 0 comments

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@PteDeltaY
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Description

With GreenMag, your empty magazines stay in your inventory after reloading instead of dissapearing into the void. These Magazines (and any othr Mag with missing ammo) can be refilled with the new bullet items if it's a magazine and belts if it's a magazine for machineguns.
These bullets are available in packages ranging from 10 to 60 bullets wich can be unpacked through ace or in the inventory to get the actual bullets.

Magazines can be refilled and unloaded through the ace selfinteraction menu. Ace magazinerepack does get deactivated by GreenMag, so repacking magazines has to be done through unloading a mag and refilling another with the ammunition you aquired through unloading the first one.
Magazines that require belts can be refilled with the belt items. Those are available from the range of one bullet to 200. If the needed ammunition is less then the size of the used belt, the remaining lenght of the belt will remain in your inventory and can be attached to another belt to regain a larger belt item.

Additional context

This requires rigorous testing both in single player and then into the modpack. This is to ensure full ammo compliance and avoid conflicts.

This mod would add the bandolier type gameplay that has been asked for. It would reduce mag usage and make focus be on accuracy. 2iCs would have more of a purpose and potentially easier for air to resupply. If this works I can see a new aspect of gameplay emerging. Whislt, more work to some degree, it will be immersive.

There is also a CUP compatability mod but it doesn't look like it would be useful for us.

Link

https://steamcommunity.com/sharedfiles/filedetails/?id=2352603233

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