anti, by accident, managed to get 530 grenades in one of his runs a while back: https://discordapp.com/channels/139535251235012609/271678097600806912/675720041114763336
This works because of when "turret mode" is engaged the game stores your current weapon and it's ammo in memory to return them to you later. However, using clothes replays in a specific way will prevent the game from writing to the ammo counter again and after leaving turret mode it will give you the correct weapon with the incorrect ammo value.
In below segments you can substitute grenades with whatever weapon you want to manipulate the ammo of.
Quick summary:
- Switch to a weapon with a lot of ammo before starting Phnom Penh '86
- Keep this weapon equipped throughout the entire mission, you can switch away after the Mission Passed screen.
- Switch to grenades after starting Supply & Demand
- Double clothes replay into the marker, if you don't get it just play a clothes replay when you're driving the boat, the only thing that matters is getting in flintstones mode.
- Switch to Kruger or M60 and press RMB to cancel flintstones mode before you reach the dealer boat. Shooting to cancel flintstones will NOT work.
- You should now get the grenades at the end of the mission.
Known issues that can mess it up:
- If you die after setting up the ammo in Phnom Penh '86 and before you get the grenades, the value gets set to 0 and you lose grenades instead.
- If you save and reload between Phnom Penh '86 and Supply & Demand the value gets set to 0 and you lose grenades instead.
Visual representations:
This is what I mean by Phnom Penh '86 taking off cutscene
VC Enthusiasts, good news!
The VC Mod Team has decided to allow users to access a y-sens fix for mouse issues. This can be used legally in speedruns from today onwards, with only one rule.
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