I wanted a different way to play the regular un-modded Half-Life 2, so I set the ammo limit for all weapons to about 10 times their normal limit. Then to balance it out, I was going to set the health of all enemies to 10 times their normal limit.
So what it would turn out as me having, say, having a maximum limit of 300 ammo for the shotgun, or 2250 for the SMG. But I would be fighting Combine soldiers with 500 health and zombies with 200. It seemed pretty fair, until I realized that the health of all NPC's can't be changed in single-player. So if I set the health of a zombie to 200, it would remain the normal 50 no matter what I did. But if I spawned a zombie with the console when I had their health to 200, the spawned zombie would be affected by the new health, and not the zombies I didn't spawn myself.
So how can I get this change I made to NPC health to stay throughout the entire campaign without it changing back to their default health?
I believe I have found an alternative, though it's not as good as having NPC health stay the same. I lowered the damage that all weapons do, which seems to serve the same purpose.
I actually found it quite challenging. Though you can carry a lot of ammo, you actually find yourself running low at some points. I can make it through the entire single-player campaign on Normal without dying, but when playing the game like this I died around 5 times and I'm halfway through the game at the Sandtraps chapter. I recommend that you try it sometime. I'll list what the damage values that I set the weapons for. They seem balanced for me, but less experienced players way want to increase the values slightly.
The console code to change the damage a weapon does is: sk_plr_dmg_*weapon* *number*. Example: sk_plr_dmg_crowbar 5. And when I say "ID" in the list below, the ID is the weapon's name. Some are different from the weapon'ss actual name. For example, the shotgun's ID is called buckshot, not shotgun.
Crowbar - 5 Pistol - 2 357 Magnum (uses ID 357) - 10 SMG (uses ID smg1) - 1 SMG Grenade (uses ID smg1_grenade) - 10 Pulse Rifle (uses ID ar2) - 3 (The damage the Pulse Rifle's secondary fire does cannon be changed.) Shotgun (uses ID buckshot) - 1 Crossbow - 20 Grenade (uses ID fraggrenade) - 15 RPG (uses ID rpg_round) - 25
The maximum ammo limit for weapons can be changed using the console code "sk_max_*weapon* *number*. Example: sk_max_pistol 1000. When using this code, use the same ID as mentioned above. The Pulse Rifle's secondary fire is not mentioned. Its ID is ar2_altfire. I have all of my maximum ammo limits set to 9000, just because the only weapons you really get enough ammo for to come close to reaching that amount is the SMG and Pulse Rifle, and you use those most. The exceptions are the secondary fire on the SMG and Pulse Rifle, which I have set to 90.
You can also change the amount of pellets that are fired from the shotgun. The code for this is sk_plr_max_shotgun_pellets *number*. Keep in mind if you change this value from it's default 7, it will not effect the secondary fire. So if you set the new value to, say, 50, it will fire 50 pellets when using the primary fire. When using the secondary fire it will only shoot 12 pellets by default.
The only consequence to playing the game like this is that you have to bind around 19 keys, because all of the changes you made to the damage your weapons do and their maximum ammo reset to their default values after a loading screen or after loading a game. To bind keys, all you must do is simply type "bind" without quotes, then the key your binding the code to, and then the code. An example would be: bind "u""sk_plr_dmg_smg1 1". Use all quotes as you see them in the example. I have 22 keys binded for playing the game like this, but only because I changed the damage the airboat gun and Alyx's modified pistol does. I also changed the amount of pellets that are fired out of the shotgun from the default 7 to 6. Since the double-shot feature on the shotgun fires 12 pellets, it's only fair that the single-shot fires 6 pellets (7 X 2 is not 12). Once you bind a key all you have to do is simply press the key you bound the code to, and the code will activate.
I still wouldn't mind a solution to my previously mentioned problem. But lowering damage values on weapons instead of increasig NPC health will suffice for now. Help will still be appreciated.
This is a pointless post, but yes I do realize there are typos in my above post. I was typing too fast I guess. As in the first sentence, I said "though it's not as good as having NPC health stay the same." I meant "though it's not as good as increasing NPC health." And I did spell "cannot" as "cannon" when I was explaining that the damage value for the Pulse Rifle's secondary fire cannot be changed. Don't know how that happened, the "T" key is nowhere close to "N". lol, yeah you get the idea.