Insurgency: Sandstorm

More Ammo Mutator [1.7] for Insurgency: Sandstorm

Released (updated ago). Ranked 6 of 163 with 41,719 (234 today) downloads

Published by tourist1584970446 - learn more (mod ID: 98373)

after_ammo.jpg

With this mutator you can override your normal magazine count for primary weapons, secondary weapons and also the underbarrel attachment.
By default it will use the values as shown below in the first approach, but you can also configure using the old approach. Write one of the following config sections in your Game.ini

Use -Mutators=MoreAmmo like normal, but also add -ModDownloadTravelTo=Powerplant?Scenario=Scenario_Powerplant_Checkpoint_Security to your startup as well, otherwise you'll have to reload the level before the mutator mods will kick in. Don't forget the -Mods flag as well if you don't already have it in there.

If this is your first time adding a mod to a server, please read the documentation at Insurgencysandstorm.mod.io (especially the Mods section)


1. Using multipliers (Recommended approach)

This approach is recommended because it upgrades all the classes equally. Light and Heavy carrier are still useful as the extra ammo you get from them is also multiplied.

[/MoreAmmo/Mutators/MoreAmmo.MoreAmmo_C]
;You will get 3 times the normal amount of ammo for your primary weapon.
PrimaryAmmoMultiplier=3.0
;You will get double the normal amount of ammo for your secondary weapon.
SecondaryAmmoMultiplier=2.0
;You will get 50% more ammo for your underbarrel attachment.
UnderbarrelAmmoMultiplier=1.5
;You will get twice the ammo for your explosive launchers like the RPG7/M3 MAAWS, single-use launchers are unaffected
ExplosiveLauncherAmmoCount=2.0


2. Using fixed values (Old approach)

This approach was how the mod worked initially, it remains supported but it has some downsides. Light and Heavy carrier become quite useless because they no longer affect ammo capacity, with the exception being the extra Explosive slot. Also, some classes clearly benefit more than others from a fixed value. Machine Gunners are a good example of this.

[/MoreAmmo/Mutators/MoreAmmo.MoreAmmo_C]
;You will get 20 mags worth of ammo for your primary weapon regardless of your class and carrier.
PrimaryMagsCount=20
;You will get 10 mags worth of ammo for your secondary weapon regardless of your class and carrier.
SecondaryMagsCount=10
;You will get 3 grenades in your grenade launcher attachment if you have one equipped.
UnderbarrelAmmoCount=3
;You will get 5 shots for your explosive launchers like the RPG7/M3 MAAWS, single-use launchers are unaffected
ExplosiveLauncherAmmoCount=5


3. Mixing multipliers and fixed values (Hybrid approach)

You can mix and match settings from either approaches, when you configure both a multiplier and a fixed value for the same weapon type, the multiplier will take priority over the fixed value.

[/MoreAmmo/Mutators/MoreAmmo.MoreAmmo_C]
;You will get 3 times the normal amount of ammo for your primary weapon.
PrimaryAmmoMultiplier=3.0
;You will get 10 mags worth of ammo for your secondary weapon regardless of your class and carrier.
SecondaryMagsCount=10
;Disables overriding the ammo. You will get the default amount of ammo for your underbarrel attachments
UnderbarrelAmmoCount=-1
;Disables overriding the ammo. You will get the default amount of ammo for your explosive launchers like the RPG7 / M3 MAAWS
ExplosiveLauncherAmmoCount=-1

As demonstrated above, you can disable any of these options by entering -1 as the value.

If you find any issues please let me know.



Known issues:

- You cannot use the small ammo boxes in Checkpoint Hardcore until you are below the normal maximum.
- When your underbarrel ammo is equal to or greater than 4, the game wrongly displays your primary weapon magazine count next to it, just ignore it.

Releases

FilenameSizeVersionAddedOptions
filedata.15.zip1.41mb0.8

filedata.14.zip1.02mb0.7.2

filedata.13.zip1.02mb0.7.1

filedata.12.zip1.02mb0.7

filedata.11.zip1021.28kb0.6.3

filedata.10.zip1020.54kb0.6.2

filedata.9.zip1mb0.6.1

filedata.8.zip1mb0.6

filedata.7.zip1022.7kb0.5.1

filedata.6.zip1022.08kb0.5

filedata.5.zip1020.84kb0.4.2

filedata.1.zip1020.85kb0.4.1

filedata.4.zip1mb0.4

filedata.3.zip1mb0.3.3

filedata.2.zip1mb0.3.1

filedata.zip1mb0.3

56 comments

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MI
miltonjackson @miltonjackson

No matter what i do it does not work, i alway get: "LogGameMode: Warning: Mutator path 'MoreAmmo' is invalid ()." Followed all the guides here.

Command line has -Mutators=MoreAmmo and -Mods and the travelltopowerplant thing
copied the config to the game.ini (even tried added a /script/)

pleae help

Edit: After i added the Mod ID to the Mod.txt it worked. There wording there is definitely not good:
"To specify a list of mods your server is running you "CAN" add a text file in Insurgency/Config/Server/Mods.txt"
This is not a "can", this is a "MUST"!

PB
PopBNice @popbnice

I can't seem to get the explosive launchers modifier to work at all.
Primary, secondary & underbarrel can be changed by the numbers.
But regardless of what I put the multipliers at, M3 & RPG stay at 2.

Edit: Also strange thing how some classes multiplier don't work correctly.
A marksman with the SVD get 15 mags total with heavy carrier on x1.5 mp.
.50 Snipers get 11 total mags with the heavy carrier, on the x1.5 multiplier.

[NF]Tazzy
[NF]Tazzy @nftazzy

Thanks :D

TokaiTele
TokaiTele @tokaitele

Excellent!!!

CrazyFearka
CrazyFearka @crazyfearka

Thank you mah boi :)

tourist1584970446
tourist1584970446 @tourist1584970446

will update tonight for 1.7

CommandoCat1
CommandoCat1 @commandocat1

THANK YOU SO MUCH!

CrazyFearka
CrazyFearka @crazyfearka

Come on mate, update this perfect mutator

[3lNP]ElNecrofilico
[3lNP]ElNecrofilico @3lnpelnecrofilico

UPDAAAAAAAATE

[NF]Tazzy
[NF]Tazzy @nftazzy

yes please update

CommandoCat1
CommandoCat1 @commandocat1

Yes pleaseeee =D

JC

1.7 Nightfall has broken all mutators. update please.

Facknrite
Facknrite @facknrite

All of the above

bahzooga
bahzooga @bahzooga

Hi there! We generally love this and use it on my community servers. However, the bolt-action and shotgun fans complain about a problem that seems to be persistent and only occurs with your mod.
I have not verified the shotgun issue, but I can confirm that bolt-action rifles will fail after having fired the "extra" ammunition given by the mod.
I have it set to 2x primary which grants 20 extra rounds and the rifles will always fail after these 20 rounds fired ...

-Zhourias-
-Zhourias- @zhourias

Hello, im trying to incorperate this into my server but it doesnt seem to be working, this is my current command line -mutators=Vampirism ,ThermalVision,MoreAmmo,JoinLeaveMessage,NVG -ModDownloadTravelTo=Powerplant?Scenario=Scenario_Powerplant_Checkpoint_Security

[NF]Tazzy
[NF]Tazzy @nftazzy

when your server starts it will run on PowerPlant restart the level and it will kick in working on my server

-Zhourias-
-Zhourias- @zhourias

Its working now, thanks mah dude

TheKnitby
TheKnitby @theknitby

Has anyone been able to apply this mutator for a Local Play match?

Lorda97
Lorda97 @lorda97

Ok, so sorry for the dumb question but.. when i put in the mutators -mutators=SlowMovement,MoreAmmo this is the right way to put them right? For some reason my server tells me that there are mods installed but then when i go in the ammo, it stays as in the vanilla. I might have done something wrong Ive put the -ModList=Mods.txt command with the mod listed in the Mods.txt file that is in my config folder. Im not sure if im missing something or not. Ive seen people having problems with the mods missing due to slow download for which the only fix is having the server stay up for an hour or two(at least thats what they say).
Thanks in advance.

tourist1584970446
tourist1584970446 @tourist1584970446

Don't forget the -Mods flag and also change the map or use -ModDownloadTravelTo. If you still have problems hit me up on the insurgency modding discord.