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Staredit Network -> UMS Assistance -> Nuking Problem
Report, edit, etc...Posted by Fallen_Knight on 2006-08-10 at 07:44:42
Well I had a scene where Ghosts nuke a Hive Cluster. Everything worked except soon after the unit unplacable message keeps popping up and then stops. I tryed the 'clear previous combat data' AI script but that didn't work. I didn't have a create unit trigger on the map either so can anyone please explain the problem and how to fix it? helpsmilie.gif
Report, edit, etc...Posted by Xx.Doom.xX on 2006-08-10 at 09:18:45
QUOTE(Fallen_Knight @ Aug 10 2006, 07:44 AM)
Well I had a scene where Ghosts nuke a Hive Cluster. Everything worked except soon after the unit unplacable message keeps popping up and then stops. I tryed the 'clear previous combat data' AI script but that didn't work. I didn't have a create unit trigger on the map either so can anyone please explain the problem and how to fix it? helpsmilie.gif
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Was the hive cluster on unwalkable/unplacable terrain?? That could be the problem.
Report, edit, etc...Posted by Fallen_Knight on 2006-08-10 at 10:36:15
No everything worked out well the Ghosts came, nuked and left and I removed the Ghosts with a trigger. I didn't have any other create unit triggers.
Report, edit, etc...Posted by Grizzly(B2BF) on 2006-08-10 at 12:11:39
The problem could be that you are using an ai script that does other things aswell.

Are you filling the silos using ai script?
If so this could be the problem:
"Type 1" fills them straight away but does other things later on. (What you're using?)
"Type 2" will build it manually in the silo - e.g. like normal.
-need to make sure you have enough supply depots for it to build
-need to make build time small if you want it to be fast enough
-just nuke as normal using ghost and ai-script "nuke here" if all above is ok


If you are not using the ai script "type 1 fill nuke silos" then I haven't got a clue, but if you are the above should work.

Good luck wink.gif
Report, edit, etc...Posted by Fallen_Knight on 2006-08-10 at 12:33:54
Thanks Grizzly. I havn't made the changes but I did use type 1 AI script. I'll try and make the changes later and see if it really was the problem.
Report, edit, etc...Posted by Grizzly(B2BF) on 2006-08-10 at 12:37:13
No problem, let me know if it works will ya?
Report, edit, etc...Posted by Fallen_Knight on 2006-08-10 at 12:44:59
Well I tryed type 2 and the Ghosts didn't even nuke at all. It worked for type 1 but of course like I said it displayed the error message. I might just attatch the map later today.
Report, edit, etc...Posted by Steel_Hand55 on 2006-08-10 at 15:42:05
i think type 2 only builds the nuke. u have to use the AI script 'nuke here' to get them to nuke. type 1 combines them, and a little more.
Report, edit, etc...Posted by Grizzly(B2BF) on 2006-08-10 at 17:45:11
Yea you're right Steel hand55.

Fallen knight you gotta make sure the following criteria are satisfied:
-The player has enough supply depots for it to build the nuke (it uses 8!)
-You've got a silo for it to build in.
-You use the "Nuke here" ai script to launch the nuke (once its built)
-The ghost can reach the target to nuke it

The triggers work themselves, its the way you've put them together that will be the problem (most likely supply depots for the player)
Report, edit, etc...Posted by Fallen_Knight on 2006-08-10 at 22:23:38
Well i'm just going to post the map. Each map has 2 differant AI. As you guys can just look into the triggers and tell me what's the problem. Type 1 nukes but later does that error message type 2 doesn't nuke at all even when I have everything put in I think.
execute AI nuke
enough supply
ghosts can make it to the base
and of course I have the siloes.

Don't worry are dwel on the map it's a prolouge/demo Campaign for my actual Campaign which will be a mod somewhat. I'm a newb at map making and modding so don't except too much. The Mission itself isn't finished and has bugs but I want to just finish the beggining scene, and move on to fix the other bugs.
Report, edit, etc...Posted by Grizzly(B2BF) on 2006-08-11 at 10:32:27
I had a look at it and I don't know why the ghosts aren't nuking the town. My guess is you've got some ai script running that interfiers already because 3 brown dropships move to the supply depots (where the silos are) and the ghosts dont move...

Try turning all ai scripts off (mainly the one that controls plyr4 I guess) untill after the nuke is done.

Also the nuke's weren't even being built when I got it. You need to set the price to 0min 0gas or give some money to plyr6. ( I used a different location for each silo aswell but they might all fill with one location ).
Report, edit, etc...Posted by Fallen_Knight on 2006-08-11 at 11:57:50
Well I tryed it but it still didn't worked. I looked at some other maps like 'Battle.net Experience' to look at the triggers sadly it didn't help. I might just give up.
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