Hi mark - you make use of the target_give entity. If a target_give targets an ammo pack with a negative "count" value, the player's ammo will decrease. I knew this back then; but the problem with this is that if you strip more ammo from a player than they have, they go into the negatives, and are able to shoot infinitely. So you need to know exactly how much they have and take away exactly that much. Since weapons supply up to a certain ammount of ammo, and give +1 after that, you can give the player a weapon first (with a count value higher than how much ammo the player could possible have, so 200 will always work), then immediately after take away that much ammo. If the player is able to shoot off a shot right in the middle, he'd get infinite ammo, but this is hard to do. If you want to be sure, run a check by doing the process again 1 or 2 seconds later when he wont expect it.