Do you like explosions? Do you like fire? Do you like bullets? WOULD YOU LIKE TO SHOOT EXPLODING FIRE BULLETS?
Then this is the addon for you!
Global Ammo Types (GAT for short) adds a collection of special bullet types that allow you to annihilate enemies in style!
The scientists under our employ have concluded that these bullets will work with almost any weapon.
To name a few, M9K, FA:S, and CW2.0 weapons are 100% compatible.
Each ammo type is universal — if you have 100 incendiary bullets, and you fire ten of them from one gun, any other gun will also be missing ten shots if using the same ammo type.
HOW TO USE
Bind a key in console to: cycleammo
To bind a key, type in console: bind <key> <command> (where <key> could be any letter you want, and <command> is the console command)
Under your “Entities” tab in the Q menu, open the “Ammo Mods” category. Spawn an ammo type of your choice, and press E on the newly created box of ammo.
Next, press the key you bound earlier to ‘cycleammo’ and you will receive a notification on your HUD as to what ammo type you are using. Reload your weapon and FIRE AWAY!
FOR SERVER OWNERS
If you extract the addon, there is a file in the lua/autorun folder named ‘sh_ammoconfig.lua’. This is the config file where you can adjust values to your liking. Please keep in mind that I personally tested the optimal values for each setting, and it is my professional opinion that the values set are very balanced; however, if you do not feel so, please feel free to edit these values to your liking. Values that are not self-explanatory are commented with explanations of each setting.
Armor Piercing: These rounds do less damage, but have a chance to completely ignore armor for a target above 50 armor. Under 50 armor is guaranteed to penetrate and ignore armor.
Concussion: These rounds are slightly buffed in damage, and have a chance to cripple & knock a player over if he is shot in the legs. If a player is shot in the arms, he will drop his held weapon.
Corrosive: Laced with a rare poison whose name has been expunged from history, these rounds have a high chance to cause massive internal damage from the acid in the poison eating away at the target. Damage is dealt over time, and if a target is killed while under the influence of the poison, he will burst into a cloud of acid and anyone (including the attacker) in range will be affected by the acid and take massive damage, and then damage over time. BONUS: The explosion effect can cause chain reactions! Any targets affected by the acid cloud will also explode on death and spread the effect!
Dirty: Hastily made in a workshop deep underground in ████, these dirty bullets are jagged and misshapen, which results in extra damage on impact, but have a chance to get caught in the chamber and create a small explosion and will damage the user slightly. The damage done to others outweighs the damage to yourself, but if not careful, you may kill yourself!
Hollow-Point: These bullets are hollow (who knew?), and because of the decreased weight, they travel at much higher velocities. Unarmored targets will suffer greatly from these bullets, while anyone wearing the slightest bit of armor will be well-protected from them, as they will simply crush on contact with kevlar.
Plasma: These science-y bullets are sure to impress. They transform mid-flight into a high-energy projectile comprised of, you guessed it: plasma! They hurt. A lot. BONUS: Enemies under a configurable health threshold (default 50% of total health) have a chance to instantly superheat and pollute the air with their ashes (die)
Shock: The scientists wouldn’t tell me what’s inside them, but from my experimentation, I can tell you that they obviously electrocute your enemies on contact, with a chance to cause temporary paralysis and impair vision. In case you didn’t make the assumption yourself, shock bullets + water = bad (for whoever stands in it). In a small radius around the point of impact on the surface of the water, things will be electrocuted! BONUS: The electricity will occasionally arc from a shocked enemy to enemies nearby. This arc can chain to multiple enemies, and the damage decreases with every arc. Arc damage depends on the damage of your held weapon. Enemies in water cannot arc electricity to out-of-water subjects, while out-of-water can arc to in-water subjects. In-water subjects will simply electrocute the water around them.
Trackers: Simple little darts that do absolutely no damage and travel at a low velocity, they will emit a colorful glow (default is green) to allow you to hunt your prey. (default duration of glow is 30 seconds)
Tranquilizers: Whether you’re a psychopath or a wildlife conservation enthusiast, these precious darts will serve you well. Effects are relatively immediate, fading the target’s vision, blocking its auditory capabilities, and essentially renders it unconscious. (default duration is 20 seconds)