. I'm releasing the infinite ammo tutorial because of two things: 1)The game is getting old, Dead Island Riptide is coming up soon and 2)These weapons are getting leaked throughout the game ever since I made them and shared them with a few friends.
Item("Firearm_ShotgunGen", CategoryType_Firearm)
{
Name("&Firearm_ShotgunGen_N&");
Description("&Firearm_ShotgunGen_D&");
CategoryType(CategoryType_Firearm);
Visibility(true);
ItemType(ItemType_Shotgun);
PhysicsScript("DroppedInventory.scr");
UpgradeLevel(0);
Condition(-1);
DamageRangeMelee(110.0);
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
DamageType(DamageType_Bullet);
Mesh("weapon_shotgun_a.msh");
SkinTag("weapon_standard1");
AnimPrefix("Spas");
HudIcon("super90");
ShotTime(1.15);
ShotSound("Shotgun_SPAS12_st_XX.wav");
BaseSoundPrefix("spas");
AmmoType(AmmoType_Shotgun);
AmmoCount(
;
ReloadTime(6.0);
EmptySound("Shotgun_Empty.wav");
RagdollBehavior(RagdollBehavior_Shotgun);
TwoHanded(true);
HolderElement("bip01 r thigh");
HolderOffset([0.0,10.0,0.0]);
HolderAngle([0.0,90.0,-90.0]);
use HitEffects_Firearm();
use PickupSounds_Default();
ClipReload(false);
FxNameShell("ShotgunGunfireShell");
ShootFx("ShotgunGunfireSingle_sequence.fx");
AimBlurStart(30.0);
AimBlurEnd(35.0);
ShootMinAngle(0.03);
ShootMaxAngle(0.06);
ShootAngleVel(0.02);
ShootAngleCooldown(0.059);
ShootVertRecoil(0.1);
ShootVertRecoilSpread(0.015);
ShootHorzRecoil(0.0);
ShootHorzRecoilSpread(0.015);
ShootRecoilTime(0.1);
ShootMode(ShotMode_Single);
BulletsPerShot(12);
AimFov(1.5);
DamageSize(20.0);
AiHitSound("firearm");
StatsType(StatsType_Shotgun);
Price(3000);
LootLevel(5);
LootType(LootType_Firearm_Long);
FF_Left(0.3);
FF_Right(0.4);
FF_Duration(0.1);
FF_FadeOut(0.0);
CriticalProb(0.05);
CriticalDamage(100.0);
FirePointRange(0,1000.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,100.0);
FirePointForce(0,80.0);
FirePointRange(1,2000.0);
FirePointDamage(1,80.0);
FirePointPhysicsDamage(1,100.0);
FirePointForce(1,20.0);
Color(Color_White);
GenType(GenType_SHOTGUN);
GenLevelMin(19);
ShotTailDelay(0.1);
AchType(AchType_Shotgun);
NameGender(0);
PriceMult(2.2);
}
AmmoCount(
; Change (
to however many bullets you want it to hold. For example:
AmmoCount(9999999999) would be pretty much unlimited. You could also TRY: AmmoCount(-1). That sets it as fully unlimited, but I am not sure if it works for regular guns. I haven't tested it.



Thanks
https://rghost.net/43918244
https://rghost.net/43918244
I added them in 
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