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08-06-2003, 06:19 AM
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#1 (permalink)
| BattleForums Junior Member
Join Date: Jun 2003 Location: United States Age: 20 Posts: 108
| Auto-Arming Nukes What trigger do I use to get human-controlled nuclear silos to arm themselves?
I have found two scripts under Run AI Script at Location called 'BW Terran 2-A (Fill Silos with Nuke (Type 1))' and 'BW Terran 2-A (Fill Silos with Nuke (Type w))', but when I tried them in the game they didn't auto-load. Maybe it's somewhere else in the trigger? Here it is anyway:
CONDITIONS:
Always.
ACTIONS:
Execute AI Script 'BW Terran 2-A (Fill Silos with Nuke (Type1))'/'BW Terran 2-A (Fill Silos with Nuke (Type 2))' at 'Location 3'.
Preserve Trigger.
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08-06-2003, 06:54 AM
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#2 (permalink)
| BattleForums Junior Member
Join Date: Aug 2003 Location: Staredit.net Age: 17 Posts: 206
| Uhh... is that to say you used both AI scripts?
What editor are you using? It should say which one is which in the help document.
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08-06-2003, 07:57 AM
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#3 (permalink)
| BattleForums Newbie
Join Date: Aug 2003 Posts: 22
| i am almost positve that thoughs apply only to computer, i tryed it once test on my new map called nuke runner (see attached) and it auto armes about 20 silos, fires nukes, rearms em. didnt do anything when i tryed to do it with human. |
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08-06-2003, 02:54 PM
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#4 (permalink)
| BattleForums Addict
Join Date: Jun 2003 Location: permantly fused to the PS2 Posts: 564
| ok, so ur saying that it won't arm for the humans? its an AI script, meaning COMPUTER
__________________ <font color = blue><glow = red>Final Fantasy 8,9,10,x-2 + Dynasty Warriors 4 + NBA Live 2004 = no more Starcraft</font></glow> |
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08-06-2003, 02:54 PM
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#5 (permalink)
| BattleForums Member
Join Date: Jul 2003 Age: 23 Posts: 342
| I've never actually tried this, but you may be able to arm a computer-controlled silo and then give it to a human player and see if it is still armed.
__________________ Heimdal - Fighting misinformation around the globe |
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08-06-2003, 02:57 PM
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#6 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,194
| i beleave it would be just like a Carrior or Reaver would be |
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08-06-2003, 03:57 PM
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#7 (permalink)
| BattleForums Junior Member
Join Date: May 2003 Posts: 173
| make sure that the player for whom u are arming the silo is the target player and use either ai script i dun think it matters
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08-06-2003, 11:46 PM
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#8 (permalink)
| BattleForums Junior Member
Join Date: Jun 2003 Location: United States Age: 20 Posts: 108
| I tried giving the command centers and silos to a computer player, running the AI script and then giving the buildings back to the player, but it didn't work. I tried using a condition where the player had to bring a unit to a location and another where it performed the actions at an exact elapsed time; however, I was still unsuccessful.
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08-06-2003, 11:53 PM
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#9 (permalink)
| BattleForums Junior Member
Join Date: May 2003 Posts: 173
| i guess u cant do it then
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08-07-2003, 03:15 AM
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#10 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,194
| Quote: Originally posted by Scythe I tried using a condition where the player had to bring a unit to a location and another where it performed the actions at an exact elapsed time; however, I was still unsuccessful. | I would never use EXACT elasped time. Triggers refresh and check condtions every 2 seconds (depending on your game speed). With a refresh time like that it is possable that it checks the time before and after you Exact number is true. Thus your trigger would never fire. I just think the condtions are too spicific and commonly fail. |
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08-07-2003, 03:23 AM
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#11 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Age: 63 Posts: 1,947
| Give the silo to a comp (building next to silo), run the script, (give nukes instant build), give silo back to human. PooF.
Nevermind I see you tried that already and it didn't work. I've done this before and it worked fine for me.
__________________ And yet, there remains time to create,  to create, and escape. Melancholia [ Anger ] Jealousy |
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08-07-2003, 03:38 AM
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#12 (permalink)
| BattleForums Member
Join Date: May 2003 Age: 19 Posts: 457
| um.. you did make sure that you gave the computer enough time to build the nukes, right? :P |
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08-07-2003, 03:43 AM
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#13 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Posts: 1,194
| don't give them "instant build" just build time of 1.
Unless you like hello desktop maps |
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08-07-2003, 03:56 AM
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#14 (permalink)
| BattleForums Junior Member
Join Date: May 2003 Posts: 173
| yea, just have the person build them, the ai script wont work for human players
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08-10-2003, 06:07 AM
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#15 (permalink)
| BattleForums Junior Member
Join Date: Jun 2003 Location: United States Age: 20 Posts: 108
| OK, here's what I did: I made a trigger for the computer player to always run the script at anywhere, then, I made a different trigger for the human player that gave the command centers and silos to the computer player (when they move a civilian to a certain location), waited a sufficient amount of time, and gave the buildings back to the human player. This method works fine. However, a little while after this is done ghosts are created for the computer player to the right of the human player's buildings for apparently no reason. Normally, I could just remove them; no big deal right? BUT, it keeps repeating the message and sound when the trigger cannot create the specified units for some reason. This is VERY annoying! Thanks for your help!
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08-10-2003, 07:41 AM
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#16 (permalink)
| BattleForums Newbie
Join Date: Aug 2003 Posts: 22
| remove all terran ghost at silos for current player
preserve trigger
wouldent that work to get rid of the ghost spawning problem ? just make a location feild over your silos (or were they spawn) and try it. |
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08-10-2003, 07:29 PM
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#17 (permalink)
| BattleForums Junior Member
Join Date: Jun 2003 Location: United States Age: 20 Posts: 108
| Can you please read my entire reply next time? I said that the problem with that method is "it keeps repeating the message and sound when the trigger cannot create the specified units for some reason. This is VERY annoying!"
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08-10-2003, 10:14 PM
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#18 (permalink)
| BattleForums Junior Member
Join Date: May 2003 Posts: 173
| just rm the trigger and hope it goes away... lol
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08-10-2003, 10:54 PM
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#19 (permalink)
| BattleForums Junior Member
Join Date: Jun 2003 Location: United States Age: 20 Posts: 108
| That doesn't make any sense--what would that do but just waste time remaking it?
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08-13-2003, 01:21 AM
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#20 (permalink)
| BattleForums Junior Member
Join Date: Jun 2003 Location: United States Age: 20 Posts: 108
| Come on! If this dies I don't get an answer!
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