note- the following pictures for the steps are made with a weapon_m4a1 brand new entity. But please keep in mind that you can use the following steps for adding ammo to any weapon that you are working with.
STEP 1) "TURN OFF SMART EDIT"
Start by creating (or selecting) your weapon of choice ENTITY, (assuming you already know how to do this)
Next Bring up your 'OBJECT PROPERTIES' (by selecting your entity and right clicking your entity in/on GRID VIEW and select 'Properties' or simply select your entity and press ALT+ENTER.
First thing, click the "SMART EDIT" Box ( See Reference Screenshot A)
-this well then bring us OUT of SMART EDIT, here we can ADD/DELETE new KeyValues for our entity(s)
STEP 2) "ADD NEW KEY/VALUE"
Click the "ADD" button below, to add a new Key and Value to the current entity.
See Reference Screenshot B
STEP 3) "INPUTTING AMMO KEY & CLIP AMOUNT"
See Reference Screenshot C
In the section box for "KEY " we are going to type in "ammo" (without quotations)
In For the section box "VALUE" we are going to put in the "X" number of EXTRA bullets you want to be included in that weapon. (again, without quotations)
(in example, If we were to add a VALUE of 60 the the M4A1, then in game, the gun would be picked up with the included first clip, plus the "X" number "60" bullets. So there would be room for one more full clip)
After we input the "KEY" AMMO and the "VALUE" X BULLETS, we need to click OK.
STEP 4) "Verifying correct KEY/VALUE"
After clicking OK, we should be brought back to the main OBJECT PROPERTIES of our current entity. Notice we are still NOT in SMART EDIT mode. As we can see our newly added KEY of AMMO and VALUE of EXTRA BULLET #. lets just check to make sure our key & value here are correctly inputed for our new values.
See Reference Screenshot C
STEP 5) "SMART EDIT "ON"
Lets turn SMART EDIT back on by clicking the SMART EDIT button.
See Reference Screenshot E
Notice now while SMART EDIT is ON, we DO NOT see our latest ammo and bullet # key/value listed here. That is because those key values are not currently included in the .FGD file for standard Source SDK.
Do not worry though, because they will stay there. If you need to edit the number of bullets, just turn OFF SMART EDIT again and u have access to the value on the right of your ammo key. No need to add another new keyvalue.
LAST WE NEED TO CLICK THE "APPLY" BUTTON ON OUR OBJECT PROPERTIES WINDOW, BELOW.
*** NOTE, IF YOU DON'T CLICK APPLY, THEN NOTHING WILL BE SAVED AND YOU WILL HAVE TO REDO KEY / VALUES***
WE ARE NOW PRACTICALLY FINISHED!!! AND OUR WEAPON NOW HAS WORKING PERFECT AMMO IN IT, READY FOR COMPILING o_O!?
LAST STEP 6) "CHECK MAP FOR ERRORS"
See Reference Screenshot F
I did just want to point out / inform you all of one last thing. when you check your map for any errors, (which I hope you do periodically!) you WILL notice X amount of errors for X amount of guns you added ammo for. Just to let you know that it will compile fine with these errors there. Hakuna Matata. Just remember that if you click FIX ALL or FIX, YOU WILL LOSE THOSE CUSTOM SETTINGS AND WILL HAVE TO REDO POSSIBLY ALL AMMO KEY VALUES FOR THE GUNS IN YOUR MAP. So please just remember this final note.
If you did Check for errors and you only see errors for ammo key values, then all should work and you can click the Close button on the Check Map For Errors window.
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BELOW IS A LIST OF WEAPONS AND THEIR AMMO CLIP SIZE / THEN THE MAX AMOUNT OF + AMMO FOR SPECIFIC WEAPON.
Helpful, for if your trying to add specific # "full" clips to your weapons.
in example, i like to sometimes, when creating fy_ maps, include only 2 full extra clips for the guns, instead of full ammo. That way clients have to run into a buy zone to fill up gun clips, etc..
( this list was compiled by me, so i do apologize if a few numbers are off )