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  1. // starting ammo and equipment
  2.  
  3. "start_longjump"                "1"             // start with long jump
  4.  
  5. // available weapons at spawn time
  6. "start_crowbar"                 "1"
  7. "start_glock"                   "1"
  8. "start_magnum"                  "0"
  9. "start_mp5"                     "0"
  10. "start_shotgun"                 "0"
  11. "start_crossbow"                "0"
  12. "start_rpg"                     "0"
  13. "start_egon"                    "0"
  14. "start_gauss"                   "0"
  15. "start_hornet"                  "0"
  16. "start_handgrenades"            "0"
  17. "start_satchel"                 "0"
  18. "start_tripmine"                "0"
  19. "start_snark"                   "0"
  20.  
  21. // available ammo at spawn time
  22. "start_ammo_9mm"                "68.000000"
  23. "start_ammo_m203_grenades"      "0.000000"
  24. "start_ammo_357"                "0.000000"
  25. "start_ammo_buckshot"           "0.000000"
  26. "start_ammo_bolts"              "0.000000"
  27. "start_ammo_rpg"                "0.000000"
  28. "start_ammo_hornet"             "0.000000"
  29. "start_ammo_uranium"            "0.000000"
  30.  
  31. // available ammo at spawn time (continued)
  32. // due to certain limitations, you will have to set corresponding start_???? to make the ff. cvars to work
  33. // also, aside from this, the actual starting ammo will be this value PLUS the corresponding ????_default_give
  34. //      value (in ammo.cfg)...  for more info, see starteqp.txt...
  35. "start_ammo_satchel"            "0.000000"
  36. "start_ammo_tripmine"           "0.000000"
  37. "start_ammo_snark"              "0.000000"
  38. "start_ammo_handgrenades"       "0.000000"
  39.