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Staredit Network -> Modding Assistance -> How to make powerfull nuke?
Report, edit, etc...Posted by Mrnice007 on 2005-06-07 at 16:27:15
Hi to everyone visiting my post could you help me how to make a nuke powerful???
I change the amount of damage from 600 to 9999 in weapons other nuke strike and nothing, the com center had the same hitpoint's after nuke then before modding.
Can i also change the range of ghost nuke strike how??? I also wan make overload permenetly clocked, chek it in stetting and also nothing???
I made those turrtorials for that thank that fires with rocket's. I thought it is easy but now i see that some thing aren't working or i should do more?? helpsmilie.gif helpsmilie.gif helpsmilie.gif help me if you can please
iI would be pleased. I am trying to do that mode cause i wan to create scenario to work with it( the scenario is in construction) but if the nuke fail i had to modify my bonus
area.
Oh also few words about dropping nuke. The ai script work good only if the location isn't moving, and if it dose than my sc goes crazy, he create ghost and drop nuke wherever he can co i cannot preserve it for moving location's it's no use.
And can someone tell me what the difference is between ai script fill nuke silo A and fill nuke silo B, cause B maybe isn't working???? helpsmilie.gif If you can anserw some my questions confused.gif cry.gif
Report, edit, etc...Posted by BSTRhino on 2005-06-07 at 18:13:01
Mrnice007,

The damage of the nuke doesn't actually change when you increase it from 600 for the nuclear strike weapon. That's because if you look at the explosion type, it is "Nuclear strike" and so it continues to use that special nuclear damage formula (2/3 or 500, whichever's bigger.) If you want to change it's amount of damage, there are a number of ways, the easiest way would be to change the explosion type to "radial splash" and then give it more damage, and maybe play with the splash ranges.

You can't change the range of the nuke. The nuke targetting range is always the Ghost's sight range minus two, and with ocular implants, the Ghost has a sight range of 11, the highest possible sight range you can give a unit without crashing the game.

However, after all that, it sounds like you might not be editing your mod correctly, because ticking the overlord's permanently cloaked box and saving your mod correctly will make it cloaked when you run your mod. If you posted your mod up here I might be able to tell you what's wrong. However, I should say that for about 95% of first-time modders, if their mod isn't making any changes to the game, then it's because they have not named their files correctly when putting it into the MPQ. So, when you save your units.dat file, make sure it is called arr\units.dat when you add it to WinMPQ. StarCraft looks for a file called "arr\units.dat" and so if you don't call it that, it will never find your modded file. The same goes with "arr\weapons.dat".


Your mapping questions can surely be answered, but please post them in the mapping assistance forum, as that is the correct place for them.
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