Immersive Limited Ammo Piles
– Makes ammo piles limited and they will visually deplete upon being grabbed.
– Pile uses are RNG between 1-4 uses.
– The probabilities can be configured in ems settings or can be turned off completely.
– If you want immersion without increased difficulty, you can set all piles to 4 grabs.
– Finales are not random and always have 4 use piles.
Everyone in a lobby must be subbed to this to work, not just the host. Otherwise they will see error text on the ammo piles. This is because the mod has precached models.
The coffee can and ammo stack now have 4 unique models. Whenever ammo is grabbed their respective piles will decrease in size. On the final grab the coffee can is replaced with an empty physics prop you can shoot and kick around. The ammo stack is replaced by a few empty boxes.
The nightmare modpack created by the much-loved yoru has a deployable ammo backpack which also has a depleting model. It will leave behind an empty prop just like the ammo stack. It is always limited to two uses. Go try nightmare and yoru’s other creations if you haven’t tried them, they are a lot of fun.
All ammo piles on the map are randomized to one of the 4 models for each type. Uses are tied to the model so this determines how many grabs a pile has. After a few play sessions it should become obvious just by looking at a pile how much uses are left. The default probabilities for each model appearing are 10%, 80%, 5%, 5% for one, two, three, and four use piles respectively.
The randomizer is turned off for the finale so the ammo pile in the finale area will always have 4 uses.
It’s very rare but some custom map makers use custom ammo models they created for their campaign or they repurpose a prop model from the game to function as a custom ammo model. If you encounter these piles they will not diminish in size like the coffee can and the ammo stack. 99.99% of ammo piles you encounter will be either the can or the stack so this isn’t normally a problem. However, the mod does still support these piles using the global counter method used by other limited ammo pile mods on the workshop.
To edit the randomizer settings or turn it off navigate to this folder:
C:Program Files (x86)SteamsteamappscommonLeft 4 Dead 2left4dead2emsimmersive_limited_ammo_piles
Open settings.txt and you’ll see the 4 defaults: 10, 80, 5, 5.
Change them to what you wish but keep the formatting intact. If you don’t sum up the probabilities to 100 it won’t break anything but the percent chance of any pile will be proportionally skewed and won’t be what you think.
You can turn off the randomizer and choose a set number of grabs for all piles. Set the one you want to 100 and the rest to 0. Example: 0, 0, 0, 100 results in 4 grab piles always.
To edit the number of grabs for these piles navigate to the same folder mentioned in the randomizer section, then open settings_custom_piles.txt. You will two default values: "2, 1" with a comma. Change the 2 to the amount of grabs you want on custom model piles.
Waltz hates the empty ammo_stack prop and asked for ems settings for it. Change the 1 to a 0 if you want the ammo_stack model to completely disappear on final grab instead of leaving behind an empty prop.
Models & preview images – RainyRayne
Code – me