Magazine (firearms): Difference between revisions
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==Usage== | ==Usage== | ||
A magazine is required in many firearms to load more than one round at a time. Firearms that use magazines are much quicker to fully reload, as only a single magazine needs to be inserted, whereas non-magazine firearms need to have each round loaded separately. Each magazine can only be inserted into certain firearms, and loaded with specific rounds. | A magazine is required in many firearms to load more than one round at a time. Firearms that use magazines are much quicker to fully reload, as only a single magazine needs to be inserted, whereas non-magazine firearms need to have each round loaded separately. Each magazine can only be inserted into certain firearms, and loaded with specific rounds. | ||
===Reloading=== | ===Reloading=== | ||
A magazine can be reloaded by either: | A magazine can be reloaded by either: | ||
*right-clicking the magazine in the player's inventory, then selecting "Insert X Bullets in Magazine". | *right-clicking the magazine in the player's inventory, then selecting "Insert X Bullets in Magazine". | ||
*equipping the firearm and holding {{key|R}}, then selecting "Load Bullets into Spare Magazine". | *equipping the firearm and holding {{key|R}}, then selecting "Load Bullets into Spare Magazine". | ||
Both options will result in the player inserting one round at a time until the magazine is filled, unless interrupted. | Both options will result in the player inserting one round at a time until the magazine is filled, unless interrupted. | ||
<br>Once filled, the magazine can then be inserted into the firearm. This can be done by either: | <br>Once filled, the magazine can then be inserted into the firearm. This can be done by either: | ||
*equipping the firearm and tapping {{key|R}} (the fullest magazine will be inserted). | *equipping the firearm and tapping {{key|R}} (the fullest magazine will be inserted). | ||
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==Code== | ==Code== | ||
{{CodeBox| | {{CodeBox| | ||
[[File:BerettaClip.png]] '''''M9 Magazine'''''<br> | [[File:BerettaClip.png]] '''''M9 Magazine'''''<br> | ||
{{CodeSnip | {{CodeSnip |
Revision as of 08:50, 28 February 2024
A magazine stores ammo to feed into a firearm.
Usage
A magazine is required in many firearms to load more than one round at a time. Firearms that use magazines are much quicker to fully reload, as only a single magazine needs to be inserted, whereas non-magazine firearms need to have each round loaded separately. Each magazine can only be inserted into certain firearms, and loaded with specific rounds.
Reloading
A magazine can be reloaded by either:
- right-clicking the magazine in the player's inventory, then selecting "Insert X Bullets in Magazine".
- equipping the firearm and holding R, then selecting "Load Bullets into Spare Magazine".
Both options will result in the player inserting one round at a time until the magazine is filled, unless interrupted.
Once filled, the magazine can then be inserted into the firearm. This can be done by either:
- equipping the firearm and tapping R (the fullest magazine will be inserted).
- equipping the firearm and holding R, then selecting "Insert Magazine".
- right-clicking the magazine or firearm in the player's inventory, then selecting "Insert Magazine".
A magazine can be filled with rounds while walking (upright or crouched), but not running or sprinting.
Types
Icon | Name | Weapon | Ammo | Capacity | Item ID | |
---|---|---|---|---|---|---|
M9 Magazine | 0.2 | 15 | Base.9mmClip | |||
M1911 Auto Magazine | 0.2 | 7 | Base.45Clip | |||
D-E Magazine | 0.2 | 8 | Base.44Clip | |||
MSR700 Magazine | 0.2 | 3 | Base.223Clip | |||
MSR788 Magazine | 0.2 | 3 | Base.308Clip | |||
M16 Magazine | 0.2 | 30 | Base.556Clip | |||
M14 Magazine | 0.2 | 20 | Base.M14Clip |
Code
M9 Magazine
Source: ProjectZomboid\media\scripts\items_weapons.txt
item 9mmClip
{
DisplayCategory = Ammo,
CanStack = FALSE,
Weight = 0.2,
Type = Normal,
DisplayName = 9mm Magazine,
Icon = BerettaClip,
MaxAmmo = 15,
AmmoType = Base.Bullets9mm,
StaticModel = GunMagazine,
GunType = Base.Pistol,
WorldStaticModel = Gun_Magazine_Ground,
}
M1911 Auto Magazine
Source: ProjectZomboid\media\scripts\items_weapons.txt
item 45Clip
{
DisplayCategory = Ammo,
CanStack = FALSE,
Weight = 0.2,
Type = Normal,
DisplayName = .45 Auto Magazine,
Icon = BerettaClip,
MaxAmmo = 7,
AmmoType = Base.Bullets45,
StaticModel = GunMagazine,
GunType = Base.Pistol2,
WorldStaticModel = Gun_Magazine_Ground,
}
D-E Magazine
Source: ProjectZomboid\media\scripts\items_weapons.txt
item 44Clip
{
DisplayCategory = Ammo,
CanStack = FALSE,
Weight = 0.2,
Type = Normal,
DisplayName = .44 Magazine,
Icon = BerettaClip,
MaxAmmo = 8,
AmmoType = Base.Bullets44,
StaticModel = GunMagazine,
GunType = Base.Pistol3,
WorldStaticModel = Gun_Magazine_Ground,
}
MSR700 Magazine
Source: ProjectZomboid\media\scripts\items_weapons.txt
item 223Clip
{
DisplayCategory = Ammo,
CanStack = FALSE,
Weight = 0.2,
Type = Normal,
DisplayName = .223 Magazine,
Icon = BerettaClip,
MaxAmmo = 3,
AmmoType = Base.223Bullets,
StaticModel = GunMagazine,
/*GunType = Base.VarmintRifle,*/
WorldStaticModel = Gun_Magazine_Ground,
}
MSR788 Magazine
Source: ProjectZomboid\media\scripts\items_weapons.txt
item 308Clip
{
DisplayCategory = Ammo,
CanStack = FALSE,
Weight = 0.2,
Type = Normal,
DisplayName = .308 Magazine,
Icon = BerettaClip,
MaxAmmo = 3,
AmmoType = Base.308Bullets,
StaticModel = GunMagazine,
GunType = Base.HuntingRifle,
WorldStaticModel = Gun_Magazine_Ground,
}
M16 Magazine
Source: ProjectZomboid\media\scripts\items_weapons.txt
item 556Clip
{
DisplayCategory = Ammo,
CanStack = FALSE,
Weight = 0.2,
Type = Normal,
DisplayName = .556 Magazine,
Icon = BerettaClip,
MaxAmmo = 30,
AmmoType = Base.556Bullets,
StaticModel = GunMagazine,
GunType = Base.AssaultRifle,
WorldStaticModel = Gun_Magazine_Ground,
}
M14 Magazine
Source: ProjectZomboid\media\scripts\items_weapons.txt
item M14Clip
{
DisplayCategory = Ammo,
CanStack = FALSE,
Weight = 0.2,
Type = Normal,
DisplayName = .308 Magazine,
Icon = BerettaClip,
MaxAmmo = 20,
AmmoType = Base.308Bullets,
StaticModel = GunMagazine,
GunType = Base.AssaultRifle2,
WorldStaticModel = Gun_Magazine_Ground,
}