Nuke
Apr 8 2008, 2:24 am
By: Metalkon  

Apr 8 2008, 2:24 am Metalkon Post #1



I have been away from SC and Map Making for many years and there is just one thing that I am having trouble with since I forgot how to do it properly. :blush:

I am making a Defense map (not trying something hard when its my first map in 4 years) based on the very first defense map that I ever made back in 2001(Gear Defense). The intro of the map is basicly a Terran Civilian getting blown up by a Nuke and I forgot how to make the triggers in order to create/build and launch the nuke at a certain location. I am not fussy on how I get my nuke, as long as one lands on the poor little guy. ;)

My map is in an Installation terrain if mentioning that helps.

Post has been edited 2 time(s), last time on Apr 8 2008, 2:36 am by Metalkon.



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Apr 8 2008, 3:18 am Joshgt2 Post #2



Be sure to have a couple of things ready within the map editor for the computer to use
-They need enough food (Nukes cost 8 I believe of food)
-Mineral cost, change it to something low or be sure to set the mineral amounts to the cost of the nuke at the beginning of the game
-Time cost, change the time to make the nuke or give the computer enough time to make the nuke
-Enable the ability for a Ghost to launch a nuke
-Create a Command Center with Nuke Silo attached
-Create a location labeled something like 'Nuke Silos' at the command center and be sure to have the location include the silo building
-Create a Ghost with the location labeled something like 'Nuke Here', so that the Ghost can launch the Nuke and it will land on himself

Now to the triggers...
(First Trigger)
-Conditions
--Always

-Actions
--Run AI Script 'Fill Nuke Silos with Nuke type 2' (You need some type of 3rd party map editor such as X-tra Editor or SCMDraft to get this action in the AI Scripts)
--Preserve Trigger

(Second Trigger)
-Conditions
--Player brings at least '1' 'Terran Civilian' to location 'BOOM!'

-Actions
--Run AI Script 'Set Nuclear Launch here' at 'Nuke Here'

For the second trigger, be sure that the Ghost is within nuking range of the Civilian when this trigger is set. Really the Ghost should be right next to the civilian but that is only my thought. I don't think I'm missing anything but if I am then someone can correct me respectively...



None.

Apr 8 2008, 6:58 am NudeRaider Post #3

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

Quote from Joshgt2
--Run AI Script 'Fill Nuke Silos with Nuke type 2' (You need some type of 3rd party map editor such as X-tra Editor or SCMDraft to get this action in the AI Scripts)
There is no such action. At least not in ScmDraft 2 v0.8.
I suppose the "ai nuke here"-ai makes the comp build a nuke.




Apr 8 2008, 10:46 am Ahli Post #4

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

"Ai script: 'AI Nuke here' in 'location'" makes the computer order a ghost to nuke in the location.

You have 2 methods to fill the nuklear silos:
- Ai script: "Brood Wars Terran 2 - Town B" makes the silos building nukes. (Normally you use this one)
- Ai script: "Brood Wars Terran 2 - Town A" creates (NOT building; create is instant) some nukes for the player inside the silo. After a short time a few ghosts are created in an area in the south of your map (if I remember right). If your map is to small or in that area there is no walkable ground, you will get the "Warning: Terran Ghost cannot be created in ..." error message.




Apr 8 2008, 5:10 pm Metalkon Post #5



Quote from Joshgt2
Be sure to have a couple of things ready within the map editor for the computer to use
-They need enough food (Nukes cost 8 I believe of food)
-Mineral cost, change it to something low or be sure to set the mineral amounts to the cost of the nuke at the beginning of the game
-Time cost, change the time to make the nuke or give the computer enough time to make the nuke
-Enable the ability for a Ghost to launch a nuke
-Create a Command Center with Nuke Silo attached
-Create a location labeled something like 'Nuke Silos' at the command center and be sure to have the location include the silo building
-Create a Ghost with the location labeled something like 'Nuke Here', so that the Ghost can launch the Nuke and it will land on himself

Now to the triggers...
(First Trigger)
-Conditions
--Always

-Actions
--Run AI Script 'Fill Nuke Silos with Nuke type 2' (You need some type of 3rd party map editor such as X-tra Editor or SCMDraft to get this action in the AI Scripts)
--Preserve Trigger
This script with the "AI Nuke" script is working perfectly thanks.

Quote from Ahli
"Ai script: 'AI Nuke here' in 'location'" makes the computer order a ghost to nuke in the location.

You have 2 methods to fill the nuklear silos:
After a short time a few ghosts are created in an area in the south of your map (if I remember right). If your map is to small or in that area there is no walkable ground, you will get the "Warning: Terran Ghost cannot be created in ..." error message.

I am getting about 1000 errors in 10 seconds and then I get a full spawn of them at the bottom corner of my map(96x96), is there any way to counter this "Glitch?" so they do not spawn at all?

Is there any way to make a Nuke's launch faster or skip the red dot(like have a nuke land without using a silo or ghost maybe)?

Post has been edited 2 time(s), last time on Apr 8 2008, 5:33 pm by Metalkon.



None.

Apr 8 2008, 6:09 pm NudeRaider Post #6

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

Nope you must fire a real nuke, you cannot speed up the process.

As for the error maybe you preserved the ai?
Or as Ahli said, you map is too small and the ai tries to build that ghost over and over until it is actually created.
This ai is for a special mission in the Broodwar campaign. It will do certain things, once activated that fit their map. There's nothing you can do about it, except writing your own ai, which is modding.
Still afaik you don't need this ai. Try it.




Apr 8 2008, 6:56 pm Metalkon Post #7



Quote from NudeRaider
Nope you must fire a real nuke, you cannot speed up the process.

As for the error maybe you preserved the ai?
Or as Ahli said, you map is too small and the ai tries to build that ghost over and over until it is actually created.
This ai is for a special mission in the Broodwar campaign. It will do certain things, once activated that fit their map. There's nothing you can do about it, except writing your own ai, which is modding.
Still afaik you don't need this ai. Try it.

The trigger is only activate (preserve is in it) when there is a Ghost at the Nuking location, the ghost gets removed once the Civilian that gets blown up is destroyed.

I will remove the preserve trigger and check it, maybe I will only get one ghost/error instead of several hundred errors and a full spawn of ghosts in the corner?

Edit: I am getting about 10-15 errors and about a dozon ghosts being spawned at the corner of my map, are there any other ways to create a nuke? I forgot how I did it before but it was without using an AI script even though it was an older version of StarCraft.

Post has been edited 1 time(s), last time on Apr 8 2008, 7:24 pm by Metalkon.



None.

Apr 8 2008, 8:11 pm Ahli Post #8

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

Use the second Ai-script (Ai script: "Brood Wars Terran 2 - Town B"). It does not create ghosts.
The computer needs...
-nuke silos with cc
-enough supply to build nukes
-enough ressources to build nukes
-time to build the nukes (you can see it)
-I am not sure, but I think the computer has to be Terran




Apr 8 2008, 8:45 pm Metalkon Post #9



Quote from Ahli
Use the second Ai-script (Ai script: "Brood Wars Terran 2 - Town B"). It does not create ghosts.
The computer needs...
-nuke silos with cc
-enough supply to build nukes
-enough ressources to build nukes
-time to build the nukes (you can see it)
-I am not sure, but I think the computer has to be Terran

- Command Centers will not attatch to the Silo in my map (Installation Terrain, and the silo is owned by the computer and can build nukes without the CC *atleast when owned by a human player*)
- Still not working with enough Supplies
- Nukes cost 0 minerals/gas (tried with it costing 1 gas and having the computer start with 1 gas, I use Minerals to count levels instead of Switches)
- Nukes are 1 second to build
- Tried with Terrain but no change

Its not building the nuke with the second AI, anyone wanna help me build the triggers for this on an empty version of my map or a new map?



None.

Apr 9 2008, 7:41 am NudeRaider Post #10

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

post your map




Apr 9 2008, 11:51 am Ahli Post #11

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

I can do it. Why can't you do it, too?
Check my attached map and try to find any difference from what you created.
BTW, the computer has to be Terran. Zerg and Protoss cannot nuke.

Attachments:
nuke in installation.scx
Hits: 6 Size: 34.98kb




Apr 9 2008, 9:28 pm Metalkon Post #12



Here is a cleared out version of my map i progress with only the Nuking part in it.

The Silo will not attatch to the Command Center so I got rid of it, I am using Xtra Editor Alt Mode.

Attachments:
GearDefenseNukeOnly.scx
Hits: 2 Size: 25.7kb



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