Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Detecting Nuke.
Detecting Nuke.
Nov 4 2008, 8:12 pm
By: Pigy_G  

Nov 4 2008, 8:12 pm Pigy_G Post #1



Okay i think loveless posted somthing about this but I couldn't find it... Anyways I was just thinking if it would be possible to detect nuke the following way..

First, we assume they already have a nuke to use.

Next when they cast nuke we detect it by the bring trigger for a location just above their silo.

Then using EUD mouse location and preplaced locations we can find out where they clicked.

The downside of this is that nuke has a delay period of clicking and when it actually go's off so somone could easily move their mouse from the original location.

HOWEVER using the above method and replacing EUD mouse detection with the FRAGS concept, replacing 2 scrouges with 2 ghosts, If you have all three ghosts selected and you nuke with the other one couldnt you find where they casted the nuke? After they click they click we keep track of that first location.



None.

Nov 4 2008, 8:30 pm Vi3t-X Post #2



We already know how to detect where nukes will land.

"Calling Down Ursadons" is an example map made by MillenniumNavy (OMGWTF?) to prove that this has been done.



None.

Nov 4 2008, 8:34 pm Pigy_G Post #3



Link please? and I mean like the red dot part, not the nuke itself.

EDIT: and MN is a douchebag hacker.

Post has been edited 1 time(s), last time on Nov 4 2008, 8:41 pm by Pigy_G.



None.

Nov 5 2008, 12:00 am KrayZee Post #4



http://www.staredit.net/files/586/

'Calling Down Ursadons' was part of the one hour map contest hosted by Clan Oo. Also, the map actually won the contest. Also the map I linked (And made myself) was finished before MillenniumNavy's map.



None.

Nov 5 2008, 12:35 am Pigy_G Post #5



No I mean detecting the red dot that signals a nuke is coming, Detecting where they cast that red dot.



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