I was just wondering if there was any way to detect nukes while in the air, or when leaving the silo. Or if there is any way to detect the nuke laser.
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Well, it'll say on the screen, Nuclear Launch Detected, and it will say that in your speakers. I don't know about detecting the red laser.
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There's no way to detect the red laser, but I think that you can detect if a player brings a nuke to anywhere, since it's done in Nuke Dodge.
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I Belive its been said before, that you cannot detect, move, or anything to a nuke, though I'm not sure. I'd say try googling it, but hey, when did google know about nukes?
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Maybe it's just for preplaced nukes then.
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Yes, you can and I just did. This will work if you plan on only having one ghost only and a pre-defined nuclear silo. Here's how you do it with an advanced editor. I used SCMDraft.
1.) Create a location above the nuclear silo. It can't touch the silo or else it will activate even if you haven't launched it.
2.) Create a trigger to detect the nuke:
Player: (owner of silo)
Condition:
[X] Switch "Nuke_Launched" is "Cleared"
[X] (owner of silo) brings "exactly 1 Nuclear Missile" to "Nuke"
Action:
[X] "Set" Switch "Nuke_Launched"
[X] Preserve Trigger
3.) Create a trigger to find the ghost:
Player: (owner of silo)
Condition:
[X} Switch "Nuke_Launched" is "Set"
Action:
[X] Move Location Labeled "Ghost" on unit "Ghost" owned by player (other player) to "Anywhere".
[X] "Clear" switch "Nuke_Launched"
[X] Preserve Trigger
Post has been edited 3 time(s), last time on Dec 8 2007, 1:00 am by MichaelP2234.
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Oh, so you CAN detect them if they aren't preplaced, okay, it's very simple then.
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