Hey. I have a custom ai script that, when someone uses a nuke, EVERYTHING on the map, regardless of how large/small the map is, is affected. My question is, can this ai script be used with a map on battle.net, so if I let loss a nuke everything is affected? Lol I hope this made sense...
No custom AIs scripts are like mods, they can't be played on b-net unless all the players have the same mod.
(that would of been hard to test)
How do you use an A script to edit a nuke? Wouldn't you have to mod the DAT with Arsenal III?
QUOTE((U)Bolt_Head @ Oct 21 2004, 09:36 PM)
No custom AIs scripts are like mods, they can't be played on b-net unless all the players have the same mod.
(that would of been hard to test)
[right][snapback]87988[/snapback][/right]
rats, there goes some map ideas:mad:... lol. Thanks bolt for letting me know

maybe you could have a chain of triggers doing the events you wanted like if you bring 0 nukes to location A do action blah blah blah
QUOTE(urmom @ Oct 22 2004, 11:10 AM)
maybe you could have a chain of triggers doing the events you wanted like if you bring 0 nukes to location A do action blah blah blah
[right][snapback]88150[/snapback][/right]
I take it you didn't read my first post. I wanted to know if I could use a ai script that would, once someone uses a nuke, would damage/kill
EVERYTHING reguardless of how large/small the map is.
QUOTE
maybe you could have a chain of triggers doing the events you wanted like if you bring 0 nukes to location A do action blah blah blah
The "nuke" here is actually represented by the nuke inside the silo after you create it, so you can't really use the said condition.
I understand what you are writing, but i don't understand how that is an Ai Script, you've made it so when the Computer Fires his Nuke everything will die? Strange, why not simply use triggers, use the Ai Script already there which enable the computer to fire nukes, and then work from the nuke being present, how long till it fires, the time it takes to come down and then kill everything on the map.
QUOTE(Coko @ Oct 22 2004, 01:54 PM)
I understand what you are writing, but i don't understand how that is an Ai Script, you've made it so when the Computer Fires his Nuke everything will die? Strange, why not simply use triggers, use the Ai Script already there which enable the computer to fire nukes, and then work from the nuke being present, how long till it fires, the time it takes to come down and then kill everything on the map.
[right][snapback]88230[/snapback][/right]
I downloaded the AI script from a website. I wanted to know if I can use this ai script with a multi-player map on battle.net, with other human players, so if a
human player used one nuke EVERYTHING would be affected... Besides I don't for sure the exact radius of one single nuke does, and I think the radius is slightly increased if two nukes are used at the same time in the same area.
Tell Battle.net to DL a mod, then there you go, everyone can see a nuke kill everything...not.
Make a ghost launch a nuke at it's target then time the wait for when the nuke lands, and kill everything.
Basically this is what everyone has said.
Which doesn't work.
Why?
Command Centers, Nexus', Hives, and other strong buildings can survive Nukes, even, I believe, direct hits.
But then again, some might not have full HP, so you can't just have a trigger for killing every unit that will die no matter what, because then if someone has a CC at 15 HP, it won't be killed.
Also, since he said it's HUMAN controlled, a wait or timer wouldn't work.
A human could make a nuke, planning on using it for something really big and important in 5 minutes...
then after about 15 seconds suddenly all his Ghosts and crap die.
Oh, I thought it was like a movie map or something..
QUOTE(EzDay2 @ Oct 22 2004, 04:19 PM)
Which doesn't work.
Why?
Command Centers, Nexus', Hives, and other strong buildings can survive Nukes, even, I believe, direct hits.
But then again, some might not have full HP, so you can't just have a trigger for killing every unit that will die no matter what, because then if someone has a CC at 15 HP, it won't be killed.
Also, since he said it's HUMAN controlled, a wait or timer wouldn't work.
A human could make a nuke, planning on using it for something really big and important in 5 minutes...
then after about 15 seconds suddenly all his Ghosts and crap die.
[right][snapback]88315[/snapback][/right]
lol... I wish I could lock this thread. Anyways, I know about using triggers with nukes... but that is beside the point. The point is, I wanted to know if I could use this AI script with a multiplayer map on battle.net, reguardless of who uses a nuke. thanks anyways...
If someone who can lock this thread, please do so

Well you could do somethign with triggers to make it so when a nuke is landing it effects everything on the map... But I am really not sure what you want...

.
QUOTE(SA_Max71 @ Oct 22 2004, 06:15 PM)
I seid this once, and I will say it again. The point is, I wanted to know if I could use this AI script with a multiplayer map on battle.net, reguardless of who uses a nuke.
[right][snapback]88375[/snapback][/right]
You can't edit an AI script to damage every unit on the map without triggers. For your idea, it requires editing a DAT file with Arsenal III or Zero, which will require making a mod. To repeat Bolt, your idea is impossible without making a mod.

Can't you all see that he's not asking about the technicalities of SC...
It's a simple yes/no question!
Answer: No.
Did you know you can center a location on a nuke? You can use this to your advantage. To make a nuke radius larger, use these triggers.
| Trigger |
| Description: |
| Detect player making nuke |
|
| Players: |
| ¤ Player 1 |
| Conditions: |
¤ Player 1 brings at least 1 nuke to silo.
|
| ¤ Player has suffered exactly 0 deaths of minerals. |
| Actions: |
¤ Add 1 deaths of minerals for player 1.
|
¤ Set deaths of cantina to (whatever ammount of time you think the nuke will take from launch to finish[it will keep being subtracted in another trigger]).
|
| ¤ Preserve trigger. |
| Trigger |
| Description: |
| Nuke launch start |
|
| Players: |
| ¤ Player 1 |
| Conditions: |
¤ Player brings at most 0 nuke to silo.
|
¤ Player has suffered exactly 1 deaths of minerals.
|
| ¤ Player owns at least 1 nuke. |
| Actions: |
¤ Add 1 deaths of minerals for player.
|
| ¤ Preserve trigger. |
| Trigger |
| Description: |
| Nuke launched |
|
| Players: |
| ¤ Player 1 |
| Conditions: |
¤ Player has suffered exactly 2 deaths of minerals.
|
| ¤ Player owns at least 1 nuke. |
| Actions: |
¤ Center location "nuke" on nuke at anywhere.
|
¤ Subtract 1 deaths for cantina.
|
| ¤ Preserve trigger. |
| Trigger |
| Description: |
| Nuke timer end |
|
| Players: |
| ¤ Player 1 |
| Conditions: |
¤ Player has suffered exactly 2 deaths of minerals.
|
¤ Player owns at least 1 nuke.
|
| ¤ Deaths of cantina for player is at most 0. |
| Actions: |
¤ Add 1 deaths of minerals for player.
|
| ¤ Preserve Trigger. |
| Trigger |
| Description: |
| Nuke destruction starts |
|
| Players: |
| ¤ Player 1 |
| Conditions: |
¤ Player has suffered exactly 3 deaths of minerals.
|
¤ Player brings at most 0 nuke at "nuke"
|
| ¤ Deaths of cantina for player is at most 0. |
| Actions: |
¤ ***Do all kill actions and whatever here. You can use kill on all the units that would normally die, and set hp% of units that would normally just lose life. Make sure you also set shield %.
|
¤ Set deaths of minerals to 0 for player.
|
| ¤ Preserve Trigger. |
Not sure if it would exactly work, but I came up with that on the top of my head. Playing on Battle.net with modified files that change a stat that other players read will drop you from the game.
QUOTE(Ðeathknight @ Oct 23 2004, 11:35 AM)
Playing on Battle.net with modified files that change a stat that other players read will drop you from the game.
[right][snapback]88682[/snapback][/right]
Hmmm... I didn't think of that... First of all, I understand (now) that I can't use the ai script with a multiplayer map on battle.net. Second of all, I have found without using a trigger, the damage radius of 2 nukes is slightly larger than one single nuke (although I don't know the exact radius). I am too lazy and don't really have the time to find the exact radius.
Thank you all for posting here... my question was answered with the first 3 posts (lol). This shall be (hopefully) the last time I post in this thread

QUOTE
Thank you all for posting here... my question was answered with the first 3 posts (lol). This shall be (hopefully) the last time I post in this thread wink.gif
SA's request honored.