The ammunition system is versatile and makes a lot of interesting things possible. The following tricks involve using the Ammunition and Ammo Use fields on a Weapon form.
- Lists: Weapons can have a FormList set as their ammo. If a list is chosen, the contents of the list can be loaded into the weapon, and the objects themselves will be fired out of the weapon. This is the same behaviour that you see in the Rock-It Launcher. Fired objects will not run their scripts, if any. Also of note, the weapon will not have a clip limit and will not need to reload as long as there are loaded ammunition available to fire. As of Fallout: New Vegas this is no longer possible. The weapon forms were changed to use ammo from a list, and fire the ammunition form from the list (as opposed to the actual object).
- Thrown Weapons: Ammunition cannot be selected for thrown weapons in the GECK, but can be set using FO3Edit. Each shot of the weapon will use up one of the ammunition in addition to using up one copy of the weapon. A thrown weapon can be given a list of ammo.
- Thrown Weapons: Ammo Use cannot be edited for thrown weapons in the GECK, but can be set using FO3Edit. If set to 0, a copy of the weapon will not be removed when thrown. If the weapon is using a list of Ammunition using the trick above, one item from the list will be removed.
- Infinite Ammo: A non-thrown weapon with Ammunition set to NONE will have 'infinite ammo' and will never need to be reloaded, similar to Melee or Unarmed weapons.
- Infinite Ammo: A non-thrown weapon with Ammo Use set to 0 will have 'infinite ammo' and can be fired without reloading, but it still cannot be fired by the player if no ammo for the weapon is present in the player's inventory. In such a situation, if the weapon ammo is added to the inventory while the weapon is out, the reloading animation will be performed once.