You have to set the nade amount in the" models/items/item_grenade_ammobox.tik " folder to how many you want to give. And you have to change all the ammo amounts for the weapons. And you can't swap weapons for any weapon where players have any stock AA skins on. If you do you get the nade amount for both weapons
local.player take "models/weapons/m1_garand.tik"
wait whatever
local.player give "models/weapons/enfield.tik"
you would get nade for both weapons.
this is the item_grenade_ammobox.tik
Code:
TIKI
setup
{
scale 0.52
path models/items/ammo_boxes
skelmodel grenade_box.skd
surface all shader grenade_box
}
init
{
server
{
classname AmmoEntity
name grenade
amount 1
dmamount 1
}
}
animations
{
idle grenade_box.skc
}
/*QUAKED item_ammobox_grenade (0 0 0) (0 0 0) (0 0 0)
Mark II Frag
Stielhandgranate
*/
m1 will give you
Code:
// Additional DM Loadout
dm additionalstartammo "grenade" 4
dm additionalstartammo "smokegrenade" 2
dm startitem "items/binoculars.tik"
// Additional DM Realism Loadout
dmrealism additionalstartammo "grenade" 4
dmrealism additionalstartammo "smokegrenade" 2
dmrealism startitem "items/binoculars.tik"
enfield give you
Code:
// Additional DM Loadout
dm additionalstartammo "grenade" 4
dm additionalstartammo "smokegrenade" 2
dm startitem "items/binoculars.tik"
// Additional DM Realism Loadout
dmrealism additionalstartammo "grenade" 4
dmrealism additionalstartammo "smokegrenade" 2
dmrealism startitem "items/binoculars.tik"
so that would be 6 nade if you swap weapons be cause you can only have 6 max.
so either don't swap any weapons or force a skin on players so they will only be able to use a skin for the player model of the weapon your swapping to.
so like purple say it's best to just take them all from the start and give them back later on.