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Staredit Network -> UMS Assistance -> Bound.. Is This possible
Report, edit, etc...Posted by DemonKilla on 2005-03-22 at 14:12:20
im working on a bound called thunder bound and i came up with a cool idea for a level
i was thinking of setting nukes to go off in several differnet locations in the level area
im wondering is this possible to reapeat or even possible to do it
and if so whould i need to use the ai script ai ghost nuke at area
it would be very helpful to see if i can or can not
Report, edit, etc...Posted by HolyWarrior91 on 2005-03-22 at 14:17:03
its possible i no that 4 a fact. but i dont no if u need to do the al script thingy. i think u do
Report, edit, etc...Posted by DemonKilla on 2005-03-22 at 14:19:52
i think the way im doing it u have o b/c the nukes have to go off not like the create 1 nuke and kill the nuke i want the nuke to go off and blow up in a certain location also would i need to make commend centers so that they would have nukes to make or will it just attomatically make them without a worry ?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-22 at 14:23:51
To be honest man, I don't really know what your asking. Try breaking down your paragraphs to smaller sentences. And ask simpler questions. Its easier to understand that way. happy.gif
Report, edit, etc...Posted by LethaL on 2005-03-22 at 14:28:31
It would work, but don't forget for the Ghost to nuke there you have to wait for the nuke to get there. So you'd have to have them constantly nuking there throughout the entire game. The wait is also so long that you'll need around 20 ghosts just to have decent speed with, say, 4 squares you want them to go off at (You'd need to make them decent sixed squares tool not 2x2 like usual bounds. 10x10 maybe).
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-22 at 15:16:27
Also keep in mind that if the nukes are going thoughout the whole game you will always be hearing "Nuclear Launch Detected". If you only start the nukes when they get to that level they will have to wait a while for it to start up. In my opinion both of these makes the idea not worth it.
Report, edit, etc...Posted by Forsaken on 2005-03-22 at 18:04:39
Well, this is definately a new idea for bounds, possibly because it is so hard to do. But, maybe what you could do is have a location in one of the previous traps that will set off the next trap so that when you get to it you will have the timing correct. But the bad thing about that is you will need to do mass amounts of testing. XD tongue.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-22 at 19:59:46
But what is the point of launching nukes os an obsticale. They work just like explosions with triggers.
Report, edit, etc...Posted by chuiu on 2005-03-22 at 20:06:08
Dude, you can't create the nuke explosion sprite.
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-22 at 20:15:25
No, like classic explosins (create-kill). They have the same effect on the bounder, if they don't look as cool.
Report, edit, etc...Posted by chuiu on 2005-03-22 at 20:18:49
There you go! They don't look as cool. biggrin.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-22 at 20:26:03
It's a waster of time in my opinion to affect the look and feel but not the gameplay. Perhaps if it were simple... tongue.gif
Report, edit, etc...Posted by chuiu on 2005-03-22 at 21:21:13
It is simple. And it isn't a waste of time if people like it.
Report, edit, etc...Posted by SA_Max71 on 2005-03-22 at 22:14:58
QUOTE(DemonKilla @ Mar 22 2005, 11:19 AM)
i think the way im doing it u have o b/c the nukes have to go off not like the create 1 nuke and kill the nuke i want the nuke to go off and blow up in a certain location also would i need to make commend centers so that they would have nukes to make or will it just attomatically make them without a worry ?
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Although there is a tutorial on how to get the comp to nuke, I don't think it is very good. You can't modify how many nukes there are in a nuclear silo using the "fill x unit" trigger (the same way you can with a revear or carrier). You can, however, get the comp to build a nuke. (Refer to the tutorial on the script needed). Also, keep in mind that once the comp has a nuke, it tends to use it as soon as possible. If you create a trigger that just builds a nuke, Starcraft will give the computer a ghost, and then the computer will use the nuke. It will attempts to nuke the bottom left side of the map (if it's larger than 128x128 squares). You will get placement errors if you do this with a 64x64 map. To avoid this, you will need a action telling a ghost to nuke an area for every ghost you have.

A nuke would be considered a extra unit. I haven't had an luck creating it without it being created in the nuclear silo.

QUOTE(LethaL @ Mar 22 2005, 11:28 AM)
(You'd need to make them decent sixed squares tool not 2x2 like usual bounds. 10x10 maybe).
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If you are talking about the location size needed for a ghost to nuke, then you are wrong. The location could be bigger than 200x200 (squres), or it could be 1x1 (pixels). It doesn't matter how large/small the location is.
Report, edit, etc...Posted by Fortune on 2005-03-25 at 18:40:55
Bolt has a good point. I wouldn't want to be hearing a repetitive stream of spamming "nuclear launch detected." Given, this is a cool idea, but it would be über annoying.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-25 at 22:05:07
QUOTE(DT_Battlekruser @ Mar 22 2005, 07:26 PM)
It's a waster of time in my opinion to affect the look and feel but not the gameplay.  Perhaps if it were simple... tongue.gif
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You know your talking about bounds right? Half of what a bound map is is presentation.
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