Here is the overheat script for infinite ammo
;Artificial Intelligence Script
;Header
desc = overheat test infinite
;Triggers
:activated=0:dimvar=heat,setvar=heat 0,setvar=mas36ammo 9999,activate=1,etimerstart
:state=0,haveweap=ww2\mas36:state=1
:state=1,plrusingaction=1:activate=2,state=2
:state=2,scancodekeypressed=33:activate=3,state=0
:plrfiredweap=ww2\mas36:addvar=heat 1
:vargreater=heat 11:setvar=mas36ammo 0,activate=4
:activated=4,varless=heat 10:setvar=mas36ammo 9999,activate=1
:etimergreater=1500,vargreater=heat 1:subvar=heat 1,etimerstart
:activated=2:plrspeed=0,newjumpheight=1
:activated=2,plrusingrun=1:plrspeed=0
:activated=3:plrspeed=100,newjumpheight=50
:varless=mas36ammo 9998:setvar=mas36ammo 9999
;End of Script
Quote: "Give this to the main of an entity off-screen(or it could be invisible), set it to always active and immobile"
Set it up like this
Now there are some extra steps
Go to the gun's gunspec.txt, you can find this in gamecore\guns\
whatever genre your gun is\
your weapon's name
Add this line to the bottom of the gunspec
bindammotovar=
gun nameammo, make it all one word.
example: mas36ammo
If you are using another weapon, change
haveweap=ww2\mas36 to haveweap=
whatever genre your gun is\
your weapon's name
and
plrfiredweap=ww2\mas36 to plrfiredweap=
whatever genre your gun is\
your weapon's name
This requires ply's mod 1.07 or any project blue
EDIT: Attached .rar with the free version of ply's mod 1.07 with manual and Airmod manual
Hope This Helps