Ah unless your willing to model the proper gun for the ammo box the closes weapon FPSC has for this type of ammo (only for the guys who know there guns ofcourse) but thats the MAS36
So if you got your ammo box already converted to and .x file then all you should need is the right script
;Entity Spec
;Header
desc = mas36_ammo
;AI
aiinit = appear2.fpi
aimain = ammo.fpi
aidestroy = disappear2.fpi
;Spawn
spawnmax = 1
spawndelay = 500
spawnqty = 1
;Itemproperties
defaultstatic = 0
materialindex = 3
collisionmode = 0
debrisshape = 0
explodable = 0
;Orientation
model = your_model_name_here.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
fixnewy = 0
;Visualinfo
texturepath = gamecore\guns\ww2\mas36\
textured = put_your_texture_file_here
transparency = 1
isimmobile = 1
;Identity Details
isammo = 1
hasweapon = ww2\mas36
;Specific Data
quantity = 1
;Decals
decalmax = 1
decal0 = glowzone
okay so copy this script into notepad and save it as choose_filename.fpe make your 2 edits where its needed then put your script file your model file and your texture file all in the same directory somewhere into your entitybank...for easy finding since put it where your ww2/items dorectory
hope this helps
Have you downloaded your CLiPs today.