everything works fine,i play for a bit,pick up x amount of ammo and save the game.i load the game and the custom ammo var says what it should.i just cant get the weapon to take the new ammo var.
didn’t see anything in the vid on first scan but I will watch it again.thanks.
I hope you make it.(if you do please share the result for comparison).
Im right now trying to do the same thing using krushas kismets.More or less i did it but it have flaws.Im doing it using a ut weapon and basically what im doing is, I have a key button kismet (left mouse button)attached to a swith kismet node with 9 switches.(resembling 9 bullets).Every time I shoot, I make a save/overwrite of the int 0 that is below my switch node and it looks like its keeping a track on the thing but is not perfect.
function addsomeammo()
{
local UTInventoryManager UTInvManager;
UTInvManager = UTInventoryManager(InvManager);
if (UTInvManager != None)
{
UTInvManager.AddAmmoToWeapon(44, class'boltons_crossbow_weapon');
}
`log(" work god dam it" );
}
function is in th pawn class triggered from the game class.