Staredit Network > Forums > SC2 Assistance > Topic: Remove Nuke Requirement "No calldown"
Remove Nuke Requirement "No calldown"
Jul 5 2010, 10:42 pm
By: Devourer  

Jul 5 2010, 10:42 pm Devourer Post #1

Hello

So, I've basically changed nearly everything that relates to the nuke to figure out how to remove the error message "No calldown available" when pressing the nuke button when you got 0 nukes left.
Therefore, I want to allow nukes although you do not have one, how to?
Keep in mind, that I know how to make the button clickable, I just cannot figure the thing above out.



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Jul 5 2010, 10:53 pm DavidJCobb Post #2



Why not just give the player nukes in a secluded location, and use various data edits to prevent relevant units from appearing on the minimap, giving vision, etc.? You know, the old-fashioned SCI way.



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Jul 5 2010, 10:55 pm Devourer Post #3

Hello

what you mean by "give player nukes in a location"? Is that possible? how?



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Jul 5 2010, 11:01 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

did you try changing:
ability tab -> Ability - Commands -> Requirements Have Nuke




Jul 5 2010, 11:15 pm Devourer Post #5

Hello

Quote from Ahli
did you try changing:
ability tab -> Ability - Commands -> Requirements Have Nuke
Changed to None, didn't work, though.



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Jul 6 2010, 5:44 am (U)Bolt_Head Post #6



I played around with this a little and I think this may offer a satisfactory solution.

Of course I'm sure this isn't the only way but it seems the easiest.

Step 1: Give your ghost or nuking unit the ability "Ghost Academy - Arm Magazine (Nuke)" (make a copy if needed)
Step 2: Modify the Ability Click Ability Info and double click Ammo One and make the following Changes.
--- Remove the Requirements to Build
--- Change the required resources to 0 for minerals and gas
--- Change Count Start to 1
--- Change Time to 0
Step 3: Make a trigger to arm a new nuke after use.
--- Events: Unit Uses Ghost Tac Nuke Strike at Generic 3 - Execute Stage
--- Actions: Order Triggering Unit to (Ghost Academy - Arm Silo with Nuke) (After Existing Orders)

Only problem besides the fact that I had to use a trigger is a Nuke will fly up from the ghost lol, But you could easily use a different unit to launch nukes from. There might be a way to remove the animation but I haven't figured it out yet.


Sooo. basically what DavidJCobb said...

Post has been edited 1 time(s), last time on Jul 6 2010, 5:52 am by (U)Bolt_Head.



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Jul 6 2010, 9:02 pm Temp Post #7



I'm guessing if you wanted to do this through the data editor you would have to change the effect on the ability to something other than a calldown effect.



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