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.