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Staredit Network -> UMS Assistance -> Fill silo with nuke (type 2)
Report, edit, etc...Posted by darth_ender on 2005-08-01 at 03:41:48
In a map with computer nuking, I have been using Fill silo with nuke (type 1). As I'm sure virtually anyone who has tried this out has discovered, this has the obnoxious side effect of created a bunch of useless ghosts and a bunch of error screens for unplaceable ghosts. I don't want that junk interfering with my map, so I tried type 2. I am told the significant difference between the two is that type 1 just puts the nuke in there while type two builds it (requiring resources, supply, time, etc.). When I try to actually use it, and I believe I have all the necessary prerequisites accounted for, it doesn't do anything. Does this even work? What might I be doing wrong?
If it doesn't work, is there any way to disable the type 1 immediately after the nuke is built so it won't make those dumb ghosts?
Report, edit, etc...Posted by LegacyWeapon on 2005-08-01 at 09:43:51
I think nukes fulfill the Bring condition...
(You cannot exactly disable AI scripts but you can run another one since 1 computer can only run 1 AI script at a time.)
Report, edit, etc...Posted by darth_ender on 2005-08-01 at 22:28:22
So if I were to start another AI script say 30 seconds after the game has commenced and the nuke has been used, will it run the new script and ignore the old one?
Report, edit, etc...Posted by Sniper on 2005-08-01 at 23:26:15
It will run the new script and completely forget the old one has happened
Report, edit, etc...Posted by darth_ender on 2005-08-02 at 00:37:30
Thanks.
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