Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: detect a dropped nuclear missile
detect a dropped nuclear missile
Jan 6 2009, 2:17 pm
By: okeee  

Jan 6 2009, 2:17 pm okeee Post #1



Can you properly detect a nuclear bom that has been dropped at a specific location?
I use
if: "bring at least 1 nuclear missile to location X"
then: "display message"
but this is not always detected.



None.

Jan 6 2009, 2:19 pm Devourer Post #2

Hello

Quote from okeee
Can you properly detect a nuclear bom that has been dropped at a specific location?
I use
if: "bring at least 1 nuclear missile to location X"
then: "display message"
but this is not always detected.

"but this is not always detected" he??
maybe you forgot preverse trigger. Nuclear missles can be detected with brings... should work.



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Jan 6 2009, 2:28 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

God, Devourer, please write preserve. preverse always makes me think of perverts.

You can detect nukes within silos with the at least condition.
You can detect the absense of nukes in silos ONLY with the exactly 0 condition.
You can detect nukes lifting off with the at least condition.
You can NOT detect nukes when they are off screeen. (Maybe with commands, didn't try)
You can detect falling nukes with the at least condition.

If any of these fails, please give more details.




Jan 6 2009, 4:21 pm okeee Post #4



"You can detect falling nukes with the at least condition."
yeah its this one. a falling nuke which is only sometimes detected. i did use preserve trigger.
i used: "player brings at least 1 nuclear missile to location x"
action: "display message"



None.

Jan 6 2009, 4:37 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

The nuke falls very fast, so when the location is too small and/or you're not using hypertriggers you might miss the point where the nuke flies through the location.




Jan 6 2009, 4:42 pm okeee Post #6



that might be the problem. I avoid hypertriggers though.



None.

Jan 6 2009, 5:09 pm Madroc Post #7



Quote from name:
that might be the problem. I avoid hypertriggers though.

Haha, yes then that is definitely the problem.



None.

Jan 6 2009, 7:06 pm Biophysicist Post #8



You should get in the habit of adding hyper triggers to all your maps, unless you need very precise timing. You can easily use Death Count waits instead of normal waits, which avoid wait blocks.



None.

Jan 6 2009, 10:46 pm Lord Malvanis Post #9



How come you can't use "Player x suffers x deaths of Nuclear Missile" to detect it? Does the nuclear missile not die?



None.

Jan 6 2009, 11:49 pm NudeRaider Post #10

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

It isn't killed by units.
Just like you don't detect scourge or infested deaths when they suicide.




Jan 6 2009, 11:58 pm KrayZee Post #11



I already made the map six months ago.



None.

Jan 7 2009, 12:07 am Morphling Post #12



Quote from KrayZee
I already made the map six months ago.
Like anyone knows of any maps you make. :bleh:



None.

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