You can do the same for parts or gel as well or change it so it writes your own value instead. For the no reload script you would instead of removing all the existing lines, just add a new one one line after the "codecave:":
LinkThen the ammo would be set to 99 before the shot bullet gets subtracted.
Alternatively or even on top of that, you can store the value and add a reference to it by using the symbols. Why should you do that? Because then you will no longer need to search for the value yourself. You will always get the address of your ammo whenever the script is executed.
For this you use the registered symbol snippet:
LinkThen enter a name for example ammo.
You will need to change the space in memory that holds your ammo to 8 bytes (because game is 64bit).
LinkNow all you need to do is to save the script, enable it and add a new address to the scanner called "[ammo]+10" without quotes and change the type to 8 bytes. That means it reads the value inside ammo which is the base of our ammo address and add 10 offset to it. Remember the original function was [rcx+10] ? We stored RCX inside ammo but we still have to add the 10.
LinkNow go ingame and shoot once so our script gets executed and voila
LinkMy current ammo is 2, now I could change this or freeze it or whatever. And no matter on which computer and how many times you restart the game, you will always have your ammo address instantly without a single scan. You can do this for gel and parts.