I've been working on a ghost who can launch a nuke and the only way that it would work without a call-down was to change all the Nuke - Calldown effects to the Nuke - Persistant ones. The problem with this is that I need to have a 1 minute cooldown on the nuke. Anyone know of a way to have both at the same time?
If I were to leave the call-down then in-game it doesn't let you send a nuke without arming a nuke in a silo, and you can't remove with via command requirements.
Here a short tutorial to create a ghost, that can use the nuke ability instantly. First off start removing the requirements of the nuke as described above. Then go to the "Ghost - Nuclear Strike" abiltiy. There you have to change the fields "Effect - Calldown Effect" to (None), "Effect - Effect" to "Ghost - Nuke (Persistent)". Now go to Effects and search for "Ghost - Nuke (Persistent)" and change "Effect - Effect - Final" to (None). If you dont do this your Ghost will commit suicide right after the nuke detonates. At last delete the "Effect.nukeP.Start" in the "Ghost Nuke Launch" actor, to avoid launching the nuke at the position of the ghost. I think the problem is the Ghost - Nuke (Calldown) effect, which requires a nuke to be built and is therefore always linked to the "Ghost Academy - Arm Magazine (Nuke)".
I've read this, and it all works except for that way doesn't allow for a cooldown. I've set the cooldown to 60 seconds and it shows it on the tooltip but it doesn't use the cooldown because it's bypassing the nuke calldown and just going to the damage and effects.
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I've been working on a ghost who can launch a nuke and the only way that it would work without a call-down was to change all the Nuke - Calldown effects to the Nuke - Persistant ones. The problem with this is that I need to have a 1 minute cooldown on the nuke. Anyone know of a way to have both at the same time?
@AimSC: Go
Why don't you leave the call-down, set the cast to something short like 0.5 seconds, and from there, just add a CD to the ability.
If I were to leave the call-down then in-game it doesn't let you send a nuke without arming a nuke in a silo, and you can't remove with via command requirements.
@AimSC: Go I found another thread via the handy dandy search box.
You can find the original article here: http://forums.sc2mapster.com/development/map-development/1332-removing-nuke-requirements/
I've read this, and it all works except for that way doesn't allow for a cooldown. I've set the cooldown to 60 seconds and it shows it on the tooltip but it doesn't use the cooldown because it's bypassing the nuke calldown and just going to the damage and effects.