ammo crate

I'm trying to make units reload their ammo pools using dedicated ammo crates, and I almost manage to make it work... kinda

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Yoghurt
Posts: 13
Joined: Wed Apr 07, 2021 11:49 am

ammo crate

Post by Yoghurt »

Hello people,
so far I have created a crate granting multiple instances of an "ammo" condition via the GrantExternalConditionCrateAction-command.
This sort of works but there are a couple of problems with this.
The unit collecting the ammo has an ammo pool and ammo pips.
Simply granting more instances of the ammo condition only addresses PauseOnCondition: !ammo of the Armament trait , so basically what I'm trying to say is, after crushing the ammo crate the unit is able to shoot its weapon, even tho the unit's ammo pool is technically empty. Simply adding more instances to "ammo" doesn't cut it.
My question to you guys is, is there an actual way to make a crate reload a unit's ammo pool?
Thanks in advance!

abcdefg30
Posts: 487
Joined: Mon Aug 18, 2014 6:00 pm

Re: ammo crate

Post by abcdefg30 »

I'd try granting a temporary condition which enables a ReloadAmmoPool trait on the actor to self-reload.

Yoghurt
Posts: 13
Joined: Wed Apr 07, 2021 11:49 am

Re: ammo crate

Post by Yoghurt »

Thanks, this works perfectly! Much appreciated

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