Heyo, I searched around on the forums for awhile but couldn't find an answer for this.
I'm looking to take 5 units (let's say interceptors) that are part of a magazine and merge them. I can easily set up search areas, and kill them off and spawn a new one. But the newly spawned unit is not part of the magazine, so he doesn't behave the way the other do.
I tried to change the create unit effect into an effect that would issue the order to the carrier to simply build ammo 2, but that didn't seem to work for me either.
I've got the carrier set up with two different ammo types, and i can easily spawn an interceptor or a whatever-else through buttons. But I can't seem to activate it through another effect.
I'm pretty sure i'm just missing something simple, but after a couple hours of google searching and trying random stuff, i caved and decided to post. ><
Since I had Ammo2 already set up, I simply added an effect to the hangar (with a validator making sure that ammo2 spawned) that would do the search area -> kill off previous units effect.
It's kind of dirty, but it works.
Still open to hearing any other possible solutions.
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Heyo, I searched around on the forums for awhile but couldn't find an answer for this.
I'm looking to take 5 units (let's say interceptors) that are part of a magazine and merge them. I can easily set up search areas, and kill them off and spawn a new one. But the newly spawned unit is not part of the magazine, so he doesn't behave the way the other do.
I tried to change the create unit effect into an effect that would issue the order to the carrier to simply build ammo 2, but that didn't seem to work for me either.
I've got the carrier set up with two different ammo types, and i can easily spawn an interceptor or a whatever-else through buttons. But I can't seem to activate it through another effect.
I'm pretty sure i'm just missing something simple, but after a couple hours of google searching and trying random stuff, i caved and decided to post. ><
@CeejEngine: Go
I found a really dirty way to get around this.
Since I had Ammo2 already set up, I simply added an effect to the hangar (with a validator making sure that ammo2 spawned) that would do the search area -> kill off previous units effect.
It's kind of dirty, but it works.
Still open to hearing any other possible solutions.