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ammo crate

Posted: Thu May 27, 2021 7:09 pm
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!

Re: ammo crate

Posted: Fri May 28, 2021 11:57 am
by abcdefg30
I'd try granting a temporary condition which enables a ReloadAmmoPool trait on the actor to self-reload.

Re: ammo crate

Posted: Thu Jun 03, 2021 2:54 pm
by Yoghurt
Thanks, this works perfectly! Much appreciated