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Staredit Network -> UMS Assistance -> Build Nukes
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-15 at 15:38:45
I've looked through the AI script menu many times, and can't find the "Build Nukes" script, also (sound like a dumb question), does this script automatically bulid the nukes for a human player if the location is at his/her nuke silo?
I am using SCXE 2.5, just so you know.
Report, edit, etc...Posted by The_Shattered_moose on 2005-08-15 at 15:57:13
Run AI script at location "BW terran 2a -arm nuclear silo"
Its in there
Report, edit, etc...Posted by Sniper on 2005-08-15 at 15:59:46
The script should say something like "BW(fill nuke with silo)". Start from the bottom script and work your way up until you see it.
Report, edit, etc...Posted by The_Shattered_moose on 2005-08-15 at 16:04:15
The best way to find it would probably be to just hit the letter 'b' while selecting scripts, thus skipping to all the BW blah blah blah scripts.
However, which of the two "fill silo with nukes" works best is beyond me, as I've never used them before.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-15 at 16:04:57
Thanks! I thought it just said "Build Nukes"... Problem, it doesn't work for human players (makes sence) is there any way to automatically give the player a nuke, maybe something like this will work (I'll test it):
If there are no nukes in a silo, give the silo to a neutral comp player, who then runs that script (build time is 1 and cost is 0 for both), when it has a nuke, it's given back to the player...
Ok, I tested it, and what I did didn't seem to work... Here are my triggers...

Trigger
Description:
Player 1 (Human) has no nukes.
Players:
¤ Player 1
Conditions:
¤ Player 1 brings exactally 0 Nuclear Missile so 'Nukes'.
Actions:
¤ Give all Terran Nuclear Silo owned by Player 1 at 'Nukes' to Player 3.
¤ Preserve trigger.


Trigger
Description:
Create the Nukes.
Players:
¤ Player 3
Conditions:
¤ Player 3 commands exactally 1 Terran Nuclear Silo.
Actions:
¤ Execute AI script 'BW Terran 2 - A (Fill Silos with Nuke (Type 1))' at 'Nukes'.
¤ Preserve trigger.


Trigger
Description:
Giver back the silo...
Players:
¤ Player 3
Conditions:
¤ Player 3 brings exactally 1 Nuclear Missile to 'Nukes'.
Actions:
¤ Give all Terran Nuclear Silo owned by Player 3 at 'Nukes' to Player 1.
¤ Preserve trigger.


I read in one of the threads on this site that the bring command works with nukes... Maybe I misinterpreted...
Report, edit, etc...Posted by SacredElf on 2005-08-15 at 16:41:22
use Set Hangar instead of IA
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-15 at 16:42:59
Well, it's not even giving the silo to player three...
Report, edit, etc...Posted by SacredElf on 2005-08-15 at 16:55:01
thats why, use Set Hangar Count
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-15 at 17:25:57
Use Minerals As A Sign That P1 Has Nukes, Like p1 starts out with 100 minerals then, a nuke costs 100 minerals
, then put trigger if p1 accumulates 0 ore, set; build nuke, then set resorces too 100 ;D
Report, edit, etc...Posted by SacredElf on 2005-08-15 at 17:47:56
QUOTE
Use Minerals As A Sign That P1 Has Nukes, Like p1 starts out with 100 minerals then, a nuke costs 100 minerals
, then put trigger if p1 accumulates 0 ore, set; build nuke, then set resorces too 100 ;D


i dont think he want to do that
Report, edit, etc...Posted by Deathknight on 2005-08-15 at 18:15:21
Shut up SacredElf. Thanks.

merthsoft, there are a few Fill Silo AI Scripts, but the silo must be owned by a computer player in order to use it. You'll have to make a location and use "Run AI Script at". The trigger must also be owned by that player.
Report, edit, etc...Posted by Merrell on 2005-08-15 at 18:15:42
Since DK was the only smart one on MSN, I asked him about setting hangar count for nuke silos, and he said:

Deathknight said:
you can't "give it a nuke" unless you make the nuke unit and somehow get the things connected

So sacredelf, please stay out of this forum until you decide to be smart.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-15 at 19:38:34
QUOTE
until you decide to be smart
, lol
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-16 at 13:03:09
Such hostility towards sacred elf...
QUOTE("DeathKnight")
merthsoft, there are a few Fill Silo AI Scripts, but the silo must be owned by a computer player in order to use it. You'll have to make a location and use "Run AI Script at". The trigger must also be owned by that player.

Yeah, I am trying to have it give the silo to the computer player (player three), I just don't know how to detect if there is a nuke in the silo or not, I read Here, number 22...
QUOTE
22.  All units inside of transports, scarabs in a reaver, nukes in silos, and interceptors in a carrier will satisfy the "Bring unit to location" condition. Units in a transport will be treated as "air only", though.

So, I should be able to use the trigger:

Trigger
Description:
Player 1 (Human) has no nukes.
Players:
¤ Player 1
Conditions:
¤ Player 1 brings exactally 0 Nuclear Missile so 'Nukes'.
Actions:
¤ Give all Terran Nuclear Silo owned by Player 1 at 'Nukes' to Player 3.
¤ Preserve trigger.

But it doesn't work...

EDIT: I just read the whole document, and it says this:
QUOTE
2.  Nuclear Missiles cannot fufill the "Bring Unit to Location" Condition. However, Nuclear Missiles in a silo will activate the condition. Nuclear Missiles LAUNCHED and dropping will fulfill the condition.

What does that mean, can't fufill, but can activate?
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