Staredit Network

Staredit Network -> UMS Assistance -> they refuse to nuke
Report, edit, etc...Posted by manna_mann on 2006-05-24 at 12:10:31
Suddently the ghosts in my map wont make those cool red dots, when i trigger them so. It worked before, but don't know what i've changed. Have all the silos hooked up to cc's. I'm sure they are making the nukes in accordance to the BW terran 2A script...
Report, edit, etc...Posted by Toothfariy on 2006-05-24 at 16:19:51
well are you trying to use ai scrpits or just manuelly?
Report, edit, etc...Posted by KaboomHahahein on 2006-05-24 at 17:00:15
It may be because you are using the wrong AI script for the nuke part. Also, not sure if this works, but to see if they have a nuke in silo, give the nuclear silo to yourself after and see.

http://www.staredit.net/index.php?tutorial=55
Report, edit, etc...Posted by manna_mann on 2006-05-25 at 11:23:35
Sorry I didn't give that much details the first time, but yes I use the 'AI nuke here' script. The command centres all have attached, armed silos on them (of which I'm sure, because I tried giving them to myself as suggested by
QUOTE
KaboomHahahein  Posted Yesterday, 09:59 PM
  It may be because you are using the wrong AI script for the nuke part. Also, not sure if this works, but to see if they have a nuke in silo, give the nuclear silo to yourself after and see.

http://www.staredit.net/index.php?tutorial=55


The ghosts are only a few inches from the targets they're supposed to hit.

MORE HELP WOULD BE APPRECIATED! helpsmilie.gif
Report, edit, etc...Posted by AshaMeD on 2006-05-25 at 11:41:21
I know i tryed to make a Nuke map and i had the computer nuking but.. after like 30 or so nukes they just stop... I asked some people and they said that you couldn't make them nuke any more after that... >_< if that answered your Question there you go...
Report, edit, etc...Posted by manna_mann on 2006-05-27 at 07:19:57
The bombardment goes on during the 30 first seconds of the scenario, and I've only 3 ghosts each nuking their own target ONCE.

Know this is getting stupid, but if anyone has the slightest idea of what could be wrong here!?
Report, edit, etc...Posted by dumbducky on 2006-05-27 at 07:43:25
Posting your triggers would be helpful for everyone.
Report, edit, etc...Posted by manna_mann on 2006-05-27 at 19:45:37
Ok, here's the triggers! smile.gif


Trigger
Description:
spawn nukes
Players:
¤ player 7
Conditions:
¤ always
Actions:
¤ Run AI Script At Location("TB2A", "cc & nuke silos");



Trigger
Description:
launch nuke attack
Players:
¤ player 7
Conditions:
¤ dropships in place
Actions:
¤ create ghost
Run AI Script At Location("NuHe", "X nuke hit #1");
Run AI Script At Location("NuHe", "X nuke hit #2");
Run AI Script At Location("NuHe", "X nuke hit #3");


I'm absolutely sure that p7 actually owns the nukes when they are to be fired.

And by the way marandule, wasn't aware that I am going to close the topic when solved, but I'll try to figure out how to do that when someone succeeds in helping me! tongue.gif
Report, edit, etc...Posted by DoomGaze on 2006-05-27 at 19:59:07
Preserve the trigger. Unless it didn't work the first time either?
Report, edit, etc...Posted by Kalle on 2006-05-28 at 06:36:04
Set nuke cost/build time to 0?
Report, edit, etc...Posted by manna_mann on 2006-05-28 at 08:29:52
hmm.. tried preserving the trigger with the 'nuke here' scripts, but can't se what the point in that would be. Anyways they don't nuke when I do that, and i'm still 100% sure that they have 3 nukes when I run the script in the first place closedeyes.gif
Report, edit, etc...Posted by LegacyWeapon on 2006-05-28 at 10:44:04
Post your map please?

Here's a map that I was attempting to make but I stopped because Ghosts would stop nuking for no reason (after like 200 nukes or some crap):
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