Well, I had an epic map idea. My favorite character: The Terran Ghost, is the star in this. The idea is very similar to falling tiles, however before I get into this I want to make sure I can detect nukes based on where they land. This way I can create a center location, destroy tiles, and check for enemy player presence with a second location. Soooooo
I will post the full idea in the production section. However, I actually forgot how to do this since the last map I made was a while back. I could use some assistance, thanks.
None.

An artist's depiction of an Extended Unit Death
Not possible to detect the actual explosion.
However, it is possible to detect the nuke itself, and you can continuously center the location onto the nuke until it explodes, which will give the approximate location of the explosion. Nukes are owned by the players that launch them, so this in entirely feasible if a player can only launch one nuke at a time.
The trigger would have to toggle some type of switch for when the nuke first appears, and then when it exits.
Player 1Current player brings at least 1 Nuke to Anywhere.Set Switch 1.Move Location P1NUKE on Nuke owned by current player at Anywhere.Preserve Trigger. Player 1Current player brings at most 0 Nuke to Anywhere.Switch 1 is set.Clear Switch 1.Remove all Missile Traps owned by Player 9 at P1NUKE.Preserve Trigger. That is, of course, a primitive design. If you wanted a more circular shape for removing, you could use multiple locations.
As for the checking part, Falling Tiles simply had a location follow each corsair and check "If there are 0 tiles at this location, kill the corsair." You could do the same thing or something similar with the ghosts, if your design permits it.
Not possible to detect the actual explosion.
However, it is possible to detect the nuke itself, and you can continuously center the location onto the nuke until it explodes, which will give the approximate location of the explosion. Nukes are owned by the players that launch them, so this in entirely feasible if a player can only launch one nuke at a time.
The trigger would have to toggle some type of switch for when the nuke first appears, and then when it exits.
Player 1Current player brings at least 1 Nuke to Anywhere.Set Switch 1.Move Location P1NUKE on Nuke owned by current player at Anywhere.Preserve Trigger. Player 1Current player brings at most 0 Nuke to Anywhere.Switch 1 is set.Clear Switch 1.Remove all Missile Traps owned by Player 9 at P1NUKE.Preserve Trigger. That is, of course, a primitive design. If you wanted a more circular shape for removing, you could use multiple locations.
As for the checking part, Falling Tiles simply had a location follow each corsair and check "If there are 0 tiles at this location, kill the corsair." You could do the same thing or something similar with the ghosts, if your design permits it.
Firstly, thank you. Secondly, what's with the switches, since the nuke itself acts as a switch. Thirdly, my plan is to actually remove whatever is in the vicinity of a still location, teehee which answers the first question. Alrighty. Wouldn't want them to place in the center of the map. Ok thanks
None.
If the switch wasn't there, then the tiles would all blow up at that location even if the player hadn't launched a nuke.

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Keep in mind this will also be triggered when a player cancels the nuke.

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Once the nuke flies offscreen, would the location move to the center of the map?

An artist's depiction of an Extended Unit Death
Once the nuke flies offscreen, would the location move to the center of the map?
It only moves when the nuke is in 'Anywhere,' so no. Once it moves outside of Anywhere, it won't try to center the location. It would, however, fire the second trigger.
Keep in mind this will also be triggered when a player cancels the nuke.
Good point. This would probably be triggered whenever a nuke was first launched from the silo and disappears, but I assume the silos would be in a controlled area outside of the gaming arena.
You could also just time it as a safety, so it won't prematurely go off, as an alternative to an exterior area being used to hold the silo.
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