<aside> 📦 DTADD.acs
</aside>
<aside> âš¡ int DefineDoubleAmmoWeapon(str wepTag, str wepActor, str wepIcon, str wepAmmo, int wepMult, str wepAmmo2, int wepMult2, int wepSlot, int wepMap, int wepLms, int wepEddie)
</aside>
This function has the same purpose as [DefineWeapon](<https://mm8bdm.notion.site/DefineWeapon-6a4db7e06fb0415e8f80c3407c378ff8>)
but takes extra arguments to support defining a second ammo type for a weapon.
wepTag
: String - The weapon's language definition, or its proper name (Ex. "TAG_ROLLINGCUTTER"
or "Rolling Cutter"
)
wepActor
: String - The weapon's actor name. (Ex. "RollingCutterWep"
)
wepIcon
: String - The weapon's SpawnLoop
sprite. (Ex. "WEA2F0"
)
wepAmmo
: String - The weapon's ammo type actor name. (Ex. "RollingCutterAmmo"
)
wepMult
: Fixed - The weapon's ammo collection rate. (1.0 for normal, bigger number for faster ammo regen, smaller number for slower ammo regen)
wepAmmo2
: String - The weapon's second ammo type actor name. (Ex. "RollingCutterAmmo"
)
wepMult2
: Fixed - The weapon's second ammo collection rate. (1.0 for normal, bigger number for faster ammo regen, smaller number for slower ammo regen)
wepSlot
: Int - The weapon's slot, should match the actor definition.
wepMap
: Bool - Can you pick this weapon up from maps?
wepLMS
: Bool - Can you get this weapon from the LMS rotation?
wepEddie
: Bool - Can you get this weapon from Eddie?
<aside>
🚨 Due to an oversight, none of these three bools can disable the weapon from appearing as a starting weapon when mm8bdm_sv_randomstartweapon
is enabled. Define your weapons with caution!
</aside>