@aussie battler thanks for the reply but I already tried this method also with no success as this also creates a full stack of 20 rounds and not an intended 10 rounds.
Methods tried:
itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win");
if ( Class.CastTo(itemBs, itemEnt ) )
itemBs.SetQuantity(0.5);
------------------------------------------
itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win");
if ( Class.CastTo(itemBs, itemEnt ) )
itemBs.SetQuantity(10);
------------------------------------------------------------------------
itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win");
itemBs = ItemBase.Cast(itemEnt);
itemBs.SetQuantity(0.5);
----------------------------------------------------------------------------------
itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win");
itemBs = ItemBase.Cast(itemEnt);
itemBs.SetQuantity(10);
While this works with rags this method doesn't work for ammo stacks sadly, I did consider also setting a negative value to remove an amount of ammo as a positive value may have been ignored but setting a negative value just removes the ammo stack.
Methods tried:
itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win");
if ( Class.CastTo(itemBs, itemEnt ) )
itemBs.SetQuantity(-0.5);
------------------------------------------
itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win");
if ( Class.CastTo(itemBs, itemEnt ) )
itemBs.SetQuantity(-10);
------------------------------------------------------------------------
itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win");
itemBs = ItemBase.Cast(itemEnt);
itemBs.SetQuantity(-0.5);
----------------------------------------------------------------------------------
itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win");
itemBs = ItemBase.Cast(itemEnt);
itemBs.SetQuantity(-10);