Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Nuclear Missile Silo
Nuclear Missile Silo
Mar 24 2008, 4:35 am
By: jandii  

Mar 24 2008, 4:35 am jandii Post #1



I have a 64x64 map and I have no room for supply, which is fine, but I'm wanting to allow the player to use a nuke, so I was wondering if it was possible to set the hangar count of a nuke silo? (the player uses terran units too, so I can't just have a depot).

Failing that, could you have a computer player build a nuke, then give the building to the player?



None.

Mar 24 2008, 6:17 am The_Underscore Post #2



hmm, well you cant set the count afaik and i dont think you can make the ai build nukes reliably either.

one way i can think of, although admitedly it is a little riciculous, is this: create a nuke building mode.

C:
whatever lets you to build nuke
current player commands exactly 0 nukes
A:
create 1 civ for CP at somewhere near a beacon

C:
CP brings at least 1 civ to beacon
A:
remove 1 civ for CP at beacon
give all men for current player at anywhere to player 9 (any player is fine, but either have a different one for each player or dont let everyone use it at once)
create 1 supply depot for CP at someplace out of the way (not crucial, if space is an issue have some stacked preplaced ones for player 12 or something and give 1 to CP)
give 1 nuclear silo owned by p12 at wherever it is to CP (have it preplaced, otherwise it'd need to be attached to a cc)
set nuke mode

C:
nuke mode is set
CP commands at least 1 nuke
A:
clear nuke mode
give all men for player 9 to CP

C:
current player commands exactly 0 nukes
A:
remove all supply depot for CP at someplace out of the way (or give it back to p12, whichever you're using)


that will let you make a nuke without it affecting your population count (except that it still counts to the 200 max). as long as people do it quickly, it shouldnt matter that they dont have their guys for a second.



None.

Mar 24 2008, 6:38 am jandii Post #3



Good thinking, will let you know how it goes :)



None.

Mar 24 2008, 7:49 am NudeRaider Post #4

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You can modify the supply limits. Here is a bad tutorial for it - it misses the player numbers you need to place those units for. I'd link you to a better tutorial if maplantis was not down.
As far as I can remember you must place those units for player 224 if you want to increase P1's supply. At least something close. Maybe you can find it out.




Mar 25 2008, 12:02 am Ahli Post #5

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Maplantis's content survived.




Apr 1 2008, 5:50 pm jandii Post #6



Bit of thread necromancy, but the question is related.

Ok, you can place terran addons in scmdraft2 that work by themselves, but I'm wanting to give it to a player after a they 'buy' it, not at the start of the map. So I'm wanting to give it to a player, but I can't seem to find any triggers that affect it, even 'give all buildings owned by all players to player 1' didn't seem to affect it.

Is there a way to enable it (enable doodad state?) or have a command center + silo and remove the cc? or give the silo from a computer to the player?

It's suppose to be a secret, but it's glowingly obvious if they have it from the start and have vision from it :><:

EDIT:
Even better, can you give a nuke to a player as it's falling, so they get credit from the kills? <-- best case scenario!



None.

Apr 1 2008, 9:34 pm Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

@your first attemp:
you need a CC to give the addon to a player during the game. the CC has to stay because if you kill/remove/move it your addon owner settings will be updated which causes that the addon is given to p12/neutral. Only a cc can give that addon to the player without preplacing it.




Apr 2 2008, 2:14 pm Snowblind Post #8



At your third attempt, No, I don't think so. For what I know, the falling nuke is just a sprite that moves, and its part of the game coding. The explosion is just timed, and it waits until so many seconds have passed until dealing "number" amount of damage.



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