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mounted_gun_cooldown_time : 60 : , "cheat", "rep", "cl" : Mounted gun cooldown time
mounted_gun_mount_cooldown_time : 0.5 : , "sv", "cheat" :
mounted_gun_overheat_penalty_time : 60 : , "sv", "cheat" :
mounted_gun_overheat_time : 15 : , "cheat", "rep", "cl" : Mouted gun overheat time
mounted_gun_rate_of_fire : 8 : , "sv", "cheat" :
With this; I'd think you could go this route:
mounted_gun_cooldown_time 9999
mounted_gun_overheat_penalty_time 9999
mounted_gun_overheat_time 12
In theory this would only allow the weapon to fire around 100 bullets total before becoming permanently disabled (unless players are still around it after the excessive cool down time anyways). Seems like there should be a method to count how many times it's firing using a vscript but I think that would lead to undesired results honestly.
You might need to change the break between the map names to commas. You also might want to remove one of the guns, I included both in case you wanted to kill both.
Convars.SetValue( "mounted_gun_overheat_penalty_time", 99999);
Convars.SetValue( "mounted_gun_overheat_time", 12);
Convars.SetValue( "z_minigun_cooldown_time", 99999);
Convars.SetValue( "z_minigun_overheat_time", 12);
Works just fine in my end, and no, it doesn't cool down between shots. (unless you're actually willing to wait 99999 seconds)
EDIT: Does not seem to work for Minigun actually since the game limits the cooldown time for it at 100. But 50cal seems to work fine. You would need to use Sourcemod to remove the cvar cap.
https://pastebin.com/0mE0zJKa
Max ammo can be controlled with the unused "ammo_turret_max" and "ammo_minigun_max" cvars.