Staredit Network

Staredit Network -> UMS Assistance -> Nukie Nukie!
Report, edit, etc...Posted by Harros on 2004-06-04 at 02:15:24
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Computer

Con:
Always

Actions:
Run AI script 'BW Terran 2 - B (Fill Nuke Silos with Nuke (Type 2)) @ Anywhere
Preserve Trigger

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Player

Con:
Always

Actions:
Some dude talking
Set Switch 'Nukie'

****

Computer

Con:
When Switch 'Nukie' is set

Actions:
Create 1 Ghost at location 'spawn'
Run AI script 'AI Nuke Here' @ 'Nukie Here'

****

Nuke:
Biuld Time = 1
Minerals = 0
Gas = 0

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I got 5 Silo's hooked up to Command centers

No nukie...why?

(btw, you should change your tips section about nuking and change the nuke script to type 2. Type 1 creates 500 ghosts 45 seconds into the game at 128x196 on the grid.)

QUOTE
The Train 1 script automatically loads the nukes in the silos; i.e., they just "instantly" load. However, the Train 1 script was specifically tailored to the Terran 5 [Ground Zero] level of the Broodwar campaign and will do many other undesirable things you might not want. For example, it will only load 3 silos at first and will only recognize the first 3 ghosts you send on "nuke runs." After about 45 seconds, it will create more ghosts somewhere in the lower left-hand corner of a 196x128 map (if that location is inappropriate for unit creation or the map is smaller than 196x128, the player will receive a couple "Unit not placeable" errors).


From Campaigncreations.org
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-04 at 07:48:50
Theres a 1 second delay between the nuke build time and when the ghost nukes. You'll need to have a wait or something before you make the ghost nuke.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-04 at 09:30:41
I doubt the nuke would of been finished building when you ran the nuke AI. That proboly has something to do with it. Try useing elsapsed time instead of the switch.
Report, edit, etc...Posted by Harros on 2004-06-04 at 16:04:32
I set the nuke biuld time to 1 second and also I don't tell it to nuke until 50 seconds into the game anyways.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-04 at 16:20:24
No you aren't, you're setting the switch at always, which executes the trigger telling it to nuke. Guess when that's going to fire? Always. tongue.gif

You might want to take the AI off Preserve Trigger. That's usually a bad thing with most AIs, and it -might- cause problems.
Report, edit, etc...Posted by Harros on 2004-06-04 at 19:23:08
I have it biulding the nuke on always. I have the ghost nuking on a switch that happens after a list of things. I have at least 50 seconds before the nuke event is triggered. I juts didnt add that in to save space. Please take note of the space where it says "Some dude talking" and then "Set Switch 'Nukie'".
Report, edit, etc...Posted by Nozomu on 2004-06-04 at 20:57:03
Mini-Moose got it. AI Scripts function strangely. I have a strong suspicion that since you have preserved the AI Script, it never gets far enough through its process to actually tell the building in question to build the Nuke. Every time it renews itself it has to start its process over again.
Report, edit, etc...Posted by Harros on 2004-06-04 at 22:59:53
I removed the preserve trigger and even added more time between the ghost spawning and nuking. Nothing happens.
Report, edit, etc...Posted by StealthyDeath on 2004-06-04 at 23:01:28
Instead of @ Anywhere for the Run AI Script, use a location where the Command Centers and nuke silos are covered by it.

It also doesn't matter if you have a Preserve Trigger for this type of AI Script.
Report, edit, etc...Posted by Harros on 2004-06-04 at 23:52:52
Thats what I thought.

Edit:

Made a location for the nukes...no effect...
Made location and removed preserve trigger...no effect...

This is very frustraiting...
Report, edit, etc...Posted by Zombie on 2004-06-05 at 16:06:06
Nuke Making Trigger here.

just dl this and add any changed these guys have said to make it work as exactly like you want it smile.gif

Note: i didnt read any of the replys above lol
Report, edit, etc...Posted by Harros on 2004-06-06 at 00:05:05
This is pissing me off...

1) Computer has enough food for the nukes
2) I am allowing the computer enough time to build the nuke
3) The computer has a ghost (not a hero)
4) The computer has enough money
5) I have a location specific to the nukes
6) I am using the script to build nukes
7) I am using the script to nuke
8) They are for the correct player
9) The player is a computer
10) The script is no longer running off a preserve trigger

Anyway I look at the script, there are no holes. I downloaded that trigger you sent me and it looks EXACTLY like mine. I even replaced mine with yours a still nothing!

Nukes are not disabled! The computers are not allied!

Would hyper triggers effect it?

THE STUPID GHOST WON'T MOVE!

WHY!?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-06 at 00:30:11
Your computer isn't set to neutral is it?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-06 at 00:31:07
How about just posting up the damn map already? Or at least just the nuking portion. :/
Report, edit, etc...Posted by .Coko[CK] on 2004-06-06 at 07:28:21
Isn't there a nuke map made by someone on this website showing him doing it as he goes along, or is that Trickznstuff?
Report, edit, etc...Posted by Harros on 2004-06-06 at 12:06:27
http://members.cox.net/snipper108/evangelion.scx
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