Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Creating/Ordering Nukes
Creating/Ordering Nukes
Jun 10 2009, 10:05 pm
By: Madroc  

Jun 10 2009, 10:05 pm Madroc Post #1



Can someone give me the lowdown on nukes?
I know you can junk-yard dog it, but is there a way to order it to a specific location?
Also, is there a way to spawn one at a location?

Thanks in advance :)




None.

Jun 10 2009, 10:50 pm JaFF Post #2



Quote from Madroc
Can someone give me the lowdown on nukes?
I know you can junk-yard dog it, but is there a way to order it to a specific location?
Also, is there a way to spawn one at a location?
What's a 'lowdown' ?
You can order a ghost to nuke a specific point.
No, you have to create one in a silo and then launch it.



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Jun 10 2009, 10:57 pm Falkoner Post #3



I think the Order action actually works on them, if it doesn't, then I'm certain that you can use the Set Generic Command Target+Make These Units Patrol AI Scripts to make them go to a different point.

Nukes are extended units, so they have to be preplaced, they can be removed, and I think given too, however, you cannot move them.



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Jun 10 2009, 11:15 pm Madroc Post #4



1. low down

1. getting the skinny or full disclosure of the situation
Yo slim, gimmie the lo down on the pig situation on my turf.
It's not a rare word in AZ at least.

Thanks for the info.




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Jun 18 2009, 5:46 am m.0.n.3.y Post #5



So I'm confused, can someone help me out with this.

Ok so I'm making a game where player 2 controls an Alexi Stucov Ghost for their hero. And so when they cast a spell by building a corsair, I want them to be able to use one nuke. So how do I do this? Do I just preplace nukes and then when they build a corsair have the nuke, nuke a certain location or what?



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Jun 18 2009, 5:55 am poison_us Post #6

Back* from the grave

In my knowledge, Alexei is unable to nuke.

EDIT: To get a nuke ready-to-launch, you have to use the "set unit hangar count" for the nuclear silo. But yeah, you'll need a regular ghost.




Jun 18 2009, 6:03 am m.0.n.3.y Post #7



Quote from poison_us
In my knowledge, Alexei is unable to nuke.

EDIT: To get a nuke ready-to-launch, you have to use the "set unit hangar count" for the nuclear silo. But yeah, you'll need a regular ghost.

Ok so What I'll have to do is that when the player brings 1 corsair to location X (Casting their spell) It creates a ghost for them and adds 1 to the nuklear hanger count for their nuke silo. But then how do I make it so it gets rid of their terran ghost once they use a nuke. Can I say, When current player commands exactly 0 Nukes?



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Jun 18 2009, 6:07 am poison_us Post #8

Back* from the grave

...I dunno if the command condition can be ran off of nukes. Test it? Either way, it'll look highly unprofessional to have a ghost be created, then you have to command it to nuke...




Jun 18 2009, 6:10 am m.0.n.3.y Post #9



Ok...Then how else would I do it?....

Also, the hangar count thing doesn't work.
I said:
Add at most 1 to Terran Nuclear Silo owned by Current Player at Nukes

And it didn't work.
But anyways...so how would I do the nukes things then...



None.

Jun 18 2009, 6:20 am poison_us Post #10

Back* from the grave

...I was told that the hangar count thing worked. Falk prolly knows a better way, he's good like that. If you change the <current player> to <player 1> or whatever, will it work then?




Jun 18 2009, 6:32 am Echo Post #11



Adding hangar to nukes does not work. It's by AI script. Here is my map which has auto nuke refill by casting a spell.
I believe it is spell 3 (Arbitar). Any units at force 1 is correlated with player 7, and force 2 to player 8. You have to see both players to see how it works since AI scripts only work for computer players.

Also a side effect comes with this. For some reason, when using the AI, it creates ghosts at a lower left location, which can cause misplacement errors. You can try avoiding it by removing it, but you will get constant errors once in a while.

Attachments:
Endless_Nuke.scx
Hits: 5 Size: 96.91kb



None.

Jun 18 2009, 7:01 am poison_us Post #12

Back* from the grave

Or Echo knows. That works too.
My guess is it creates the ghost in order to nuke...is the ghost created in the same spot regardless of map size, or is he made at a definite coordinate?




Jun 18 2009, 7:13 am m.0.n.3.y Post #13



Quote from poison_us
Or Echo knows. That works too.
My guess is it creates the ghost in order to nuke...is the ghost created in the same spot regardless of map size, or is he made at a definite coordinate?

Uh, if you're talking about echos map, I'm still analazying it. I'll prolly really figure it out tomorrow. But as for my map, um yeah, the ghost is created at a certain location every time. The location follows your main hero, and that's where it's created. So like, how does say desert strike do nukes? Kinda confusing, did they just use ai script?



None.

Jun 18 2009, 7:37 am Echo Post #14



Quote from m.0.n.3.y

Uh, if you're talking about echos map, I'm still analazying it. I'll prolly really figure it out tomorrow. But as for my map, um yeah, the ghost is created at a certain location every time. The location follows your main hero, and that's where it's created. So like, how does say desert strike do nukes? Kinda confusing, did they just use ai script?

I'm not really sure what you're trying to say. Alexi obviously cannot nuke so I'm going to assume that you want a ghost to spawn and then nuke a location. This is possible, but only for computer players. Otherwise you can look at my map under spell 3 and player 7's reload triggers. After that you use another trigger which is set by (your best bet, death counters) that will create a ghost owned by the computer that will nuke the location. Your other option is to create your own ghost and manually nuke it. But to answer your question, Desert Strike does use ai scripts.



None.

Jun 18 2009, 7:47 am poison_us Post #15

Back* from the grave

Ha. Vrael agreed with me Echo. :bleh:

Anyways, I meant all maps what use the AI script to make nukes...is it always in the same place, does it vary with location, map size, etc? Thankfully I never use it :ermm:

EDIT: :hurr: wrong thread... :hurr: ignore the stupid, crossed-out sentence, please.




Jun 18 2009, 7:56 am m.0.n.3.y Post #16



Quote from Echo
Quote from m.0.n.3.y

Uh, if you're talking about echos map, I'm still analazying it. I'll prolly really figure it out tomorrow. But as for my map, um yeah, the ghost is created at a certain location every time. The location follows your main hero, and that's where it's created. So like, how does say desert strike do nukes? Kinda confusing, did they just use ai script?

I'm not really sure what you're trying to say. Alexi obviously cannot nuke so I'm going to assume that you want a ghost to spawn and then nuke a location. This is possible, but only for computer players. Otherwise you can look at my map under spell 3 and player 7's reload triggers. After that you use another trigger which is set by (your best bet, death counters) that will create a ghost owned by the computer that will nuke the location. Your other option is to create your own ghost and manually nuke it. But to answer your question, Desert Strike does use ai scripts.

Alright yeah, I'll take a look see at your map.
And just to clarify and to maybe restate my questions, so maybe I can get more specific answers.
What I plan to do is when the player casts the spell, create a ghost for them and have them manually nuke it.

Question 1: So can I just create a nuke for them to use, ex: using to modify hangar count to a nucular silo, or do I have to have them manually create a nuke at the silo? This one isn't such a big deal but yeah.

Question 2: Ok so after the person manually nukes with their ghost, I need to figure out how to remove the ghost they used to nuke. Is there a way to detect a nukes deaths or something when it explodes so i can detect when to remove the ghost? Or, I just got another idea that maybe I can center a location on the nuke, and then have the ghost move to it, so the ghost ends up dying from its own nuke. Is this possible?
So basically the question is, how do I remove the ghost I created for the person, after they build and use their nuke?

Alright thanks guys,

-$



None.

Jun 18 2009, 8:00 am Echo Post #17



Quote from m.0.n.3.y

Question 1: So can I just create a nuke for them to use, ex: using to modify hangar count to a nucular silo, or do I have to have them manually create a nuke at the silo? This one isn't such a big deal but yeah.
You can't create nukes with modify hangar. You can only create it automatically with ai script from computers and then giving the nuclear silo to the human players.

Quote from m.0.n.3.y


Question 2: Ok so after the person manually nukes with their ghost, I need to figure out how to remove the ghost they used to nuke. Is there a way to detect a nukes deaths or something when it explodes so i can detect when to remove the ghost? Or, I just got another idea that maybe I can center a location on the nuke, and then have the ghost move to it, so the ghost ends up dying from its own nuke. Is this possible?
So basically the question is, how do I remove the ghost I created for the person, after they build and use their nuke?

You can detect nukes in the map. You can also detect if the nuke does not exist in the silo anymore. And yes, you can have a location on the nuke. What I would do is time how long it takes for the nuke to leave and get to the location (When the ghost stops the red dot and is able to move away), and then remove the ghost after that time.

In triggering, you have to test and see what works, what doesn't, and how to fix it. Keep that in mind.



None.

Jun 18 2009, 3:42 pm m.0.n.3.y Post #18



Quote
You can't create nukes with modify hangar. You can only create it automatically with ai script from computers and then giving the nuclear silo to the human players.

Ok but how do I do this? That is, how do I create a nuke for the computer player in their silo? After I do that I just give the silo to the player and spawn a ghost for them right?

.

Post has been edited 2 time(s), last time on Jun 18 2009, 4:56 pm by m.0.n.3.y.



None.

Jun 18 2009, 6:17 pm Falkoner Post #19



Quote from Falkoner
You have two options to get the computer to load the silo, you can run the Broodwar Terran 2 - Town A AI, and this will cause the nukes to instantly go in the silos, but a nasty side-effect is that this AI was made for the campaign, so it might sometimes do other odd things, such as create ghosts in the bottom left hand corner of the map.

So your other option is to use the Broodwar Terran 2 - Town B AI, which makes the computer build the nukes, so as long as they have enough resources, they will build them. Then you can just run the Nuke Here AI and it should work fine.

From a while back.



None.

Jun 18 2009, 8:25 pm m.0.n.3.y Post #20



Quote from Falkoner
Quote from Falkoner
You have two options to get the computer to load the silo, you can run the Broodwar Terran 2 - Town A AI, and this will cause the nukes to instantly go in the silos, but a nasty side-effect is that this AI was made for the campaign, so it might sometimes do other odd things, such as create ghosts in the bottom left hand corner of the map.

So your other option is to use the Broodwar Terran 2 - Town B AI, which makes the computer build the nukes, so as long as they have enough resources, they will build them. Then you can just run the Nuke Here AI and it should work fine.

From a while back.

Um lol, that would be great...if it worked. I tried the second option. The Broodwars Terran 2 - Town B AI.
Here's what I did: Player 4 = computer

Players: 4
Conditions: Player 2 brings exactly one Corsair to location Spells

Actions:
Execute Ai Script Broodwars Terran 2 - Town B AI at location Nukes
Preserve Trigger
-------------------------------------------------------------------------------------
After this, I give the command center and nukelear silo to player 2, but there is not a nuke in the silo/they have to build their own nuke.
Why doesn't this work



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