Item effects
supply
Lineage
Inherits from ITEM (base game / dependency)
In the script
Every trigger of the map's script that names this unit, read from the Galaxy source: what makes the trigger fire and what it does with the unit. Names link to the mission flow graph when the trigger is part of it.
| Trigger | Fires when | Does |
|---|---|---|
| Engineers - Activate the MULE | Activate is used | spawns it |
| Scraps Spawn | every 1:40 | spawns it |
DNH Enter LZ via gf_AirDropItemLoc | unit enters LZ Eagles unit enters LZ Lions unit enters LZ Nightstalker unit enters LZ Predator unit enters LZ Wolverine | mentions it |
| Engineers - Give Scraps to the city Guard | inventory changes | mentions it |
Engineers - Ini City Guard via gf_SpawnItem | a Combat Engineer is picked | mentions it |
| Engineers - Pick-up Scraps Infested Mode | inventory changes | mentions it |
| Initialization 0.0 | at 0:00 game time | mentions it |
Item Combining via gf_StackItems | inventory changes | mentions it |
Item Spawn 1 via gf_SpawnItem | every 6:20 at 0:30 game time | mentions it |
Item Spawn 2 via gf_SpawnItem | every 6:10 at 0:05 game time | mentions it |
Item Spawn Competitive via gf_SpawnItem | every 1:00 | mentions it |
SD player hover via gf_GetIconFromItem | dialog button clicked | mentions it |
| Summer Sales - Give Scraps to Adams | unit enters Adams | mentions it |
| Super Admins - Spawn Scraps | chat "-scraps" | mentions it |
Swann - Build an Scraps Scanner Module via gf_Unmutesounds9 | Buildthe Scraps Scanner is used | mentions it |