Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: recalling nukes?!
recalling nukes?!
Sep 2 2007, 5:18 pm
By: blacklight28  

Sep 2 2007, 5:18 pm blacklight28 Post #1



Again like always i followed the exact same triggers as someone else who has been succesful and yet the nuke will not recall



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Sep 2 2007, 9:44 pm Falkoner Post #2



Lol, stupid questions, but for one, can a nuke be recalled, two, does the player recalling the nuke own it?

Post has been edited 1 time(s), last time on Sep 2 2007, 10:09 pm by Falkoner.



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Sep 2 2007, 10:03 pm blacklight28 Post #3



yes it may be a stupid question but its cool recalling a nuke lol
and yes a nuke can be recalled, i dont get ur second one



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Sep 2 2007, 10:09 pm Falkoner Post #4



Sorry, mispelled :P



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Sep 2 2007, 10:13 pm blacklight28 Post #5



yes

http://files.filefront.com/recall+nuke+testscm/;8464895;/fileinfo.html

Post has been edited 1 time(s), last time on Sep 2 2007, 10:14 pm by blacklight28.



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Sep 3 2007, 1:59 am Money Post #6



Do you have the map it worked on?



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Sep 3 2007, 3:02 am blacklight28 Post #7



i dont know if it was actually recalling a nuke but i know it works

http://files.filefront.com/Individual+Crazy+Def+11scx/;8466226;/fileinfo.html



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Sep 3 2007, 6:18 am Fallen Post #8



Wait when you say recall do you mean it goes back into the silo or it disapears?



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Sep 3 2007, 6:49 am blacklight28 Post #9



arbiter recall



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Sep 3 2007, 4:31 pm Money Post #10



That map doesn't recall, it just has a mobile grid system and random movement.
It has a grid set up at the nuke, and it randomly picks a spot and moves the nuke in that direction. It also has stuff recalling the location, it actually doesn't recall. It is moved by triggers.



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Sep 3 2007, 4:32 pm Falkoner Post #11



You can't move nukes with triggers. Trust me, if you could, Ghentinsville Gas RPG would've had a nuke popping out as an escape pod rather than a scourge :P

Post has been edited 1 time(s), last time on Sep 3 2007, 4:32 pm by Falkoner.



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Sep 3 2007, 4:44 pm Zell. Post #12



Yes you can lol? Haven't you played nuke dodge?? a bunch of preplace nukes with the command to free roam. You have to try not to get hit hehe



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Sep 3 2007, 4:46 pm Money Post #13



If someone has OSMAP this would be a appropriate time to open up that map quickly and see how it's done?

Post has been edited 1 time(s), last time on Sep 3 2007, 4:50 pm by moneylover.



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Sep 3 2007, 5:01 pm Akar Post #14



OsMap is ebil!!!
And why don't you make it yourself?



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Sep 3 2007, 5:53 pm Falkoner Post #15



Zell, you cannot MOVE them or create them through triggers, you can only order them.<br />Okay, I opened it up and checked for triggers involving moving of a nuclear missle, I found none, the only triggers I found, was a location being centered on the nuke, and an AI script being run, I believe they simple had an arbiter recall the area of the nuke.



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Sep 4 2007, 3:45 am blacklight28 Post #16



mmk thx everyone so whats the command to make the nuke move around



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Sep 4 2007, 4:17 am Falkoner Post #17



I know junk yard dog can do it, but I'm pretty sure that order works just as well.



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Sep 4 2007, 5:00 am Touchpad_Master Post #18



I don't think order works, I think its the AI script "make these units patrol (To Command Target)' at 'location'
And they kept the setting the command target.



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Sep 4 2007, 5:22 am blacklight28 Post #19



k thx

whats the AI script for patrolling, i cant seem to find it anywhere

one script says "make these units patrol" but u cant choose the units

Post has been edited 2 time(s), last time on Sep 4 2007, 6:05 am by blacklight28.



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Sep 4 2007, 1:02 pm Falkoner Post #20



You set the generic command target then patrol to upper left at a location, that makes any units at that location patrol to the generic command target.



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