im having problems with a ghost i duped. basically the nuke ability keeps saying "no calldown available" this problem persists even though i deleted the requirments on the ability... am i missing something?
I'm guessing you need a launcher, armed with an actual nuke (which can be done via triggers). You can place a silo outside the map boundaries if you don't want to see the launch. You can also give it to the ghost, wherein the nuke will launch from his body. I did something similar in my campaigns, where I had a large thor both launch and fire nukes.
What the Nuke ability does is use a Use Calldown effect. What Use Calldown does is take a linked Effect Target/Instant ability and provide it with knowledge of linked Arm Magazine and Transport Abilties. When a use calldown effect is run, it teleports a unit from the Arm magazine ability or transport ability to the the target location, depending on how it is configured. The Arm Nuke ability found on Ghost Academies is an Arm Magazine ability, that creates 1 nuke unit. By having the Use Calldown effect and linking it to the Ghost Nuke ability, all ghosts can use it, and know how many nuke are available for use, despite the fact the nukes are single units stored among many other units (each Academy).
So in your case, you will need to relink your ghost Nuke ability with the arm magazine of the Ghost Academies.
1) go to the actual nuke ability and change the Calldown Effect field to the Use Calldown for that ability.
2) Go to the Arm Magazine ability, and also change its Calldown Effect field to the same Use Calldown. Doing so now links the two, so the ability knows of all the ammo units available for use.
As a further note, the nuke does NOT actually cause the detonation. What happens is the Use Calldown effect has a Calldown Effect field, this effect is run at the location of the teleported unit, and this is the actual effect chain the channels and finally detonates the nuke. The nuke unit is ported and thus lost on launch. The effect is run for each calldown (you can teleport or calldown more than one unit at a time, this is controlled by the Calldown Count field in the Use Calldown effect).
This is somewhat offtopic, but what you could do for that is have an effect target that does the use calldown, and then have a weapon that functions like the carrier that releases nukes by attacking. Completely skips triggers.
im having problems with a ghost i duped. basically the nuke ability keeps saying "no calldown available" this problem persists even though i deleted the requirments on the ability... am i missing something?
I'm guessing you need a launcher, armed with an actual nuke (which can be done via triggers). You can place a silo outside the map boundaries if you don't want to see the launch. You can also give it to the ghost, wherein the nuke will launch from his body. I did something similar in my campaigns, where I had a large thor both launch and fire nukes.
Nukes work in a very specific way.
What the Nuke ability does is use a Use Calldown effect. What Use Calldown does is take a linked Effect Target/Instant ability and provide it with knowledge of linked Arm Magazine and Transport Abilties. When a use calldown effect is run, it teleports a unit from the Arm magazine ability or transport ability to the the target location, depending on how it is configured. The Arm Nuke ability found on Ghost Academies is an Arm Magazine ability, that creates 1 nuke unit. By having the Use Calldown effect and linking it to the Ghost Nuke ability, all ghosts can use it, and know how many nuke are available for use, despite the fact the nukes are single units stored among many other units (each Academy).
So in your case, you will need to relink your ghost Nuke ability with the arm magazine of the Ghost Academies.
1) go to the actual nuke ability and change the Calldown Effect field to the Use Calldown for that ability.
2) Go to the Arm Magazine ability, and also change its Calldown Effect field to the same Use Calldown. Doing so now links the two, so the ability knows of all the ammo units available for use.
As a further note, the nuke does NOT actually cause the detonation. What happens is the Use Calldown effect has a Calldown Effect field, this effect is run at the location of the teleported unit, and this is the actual effect chain the channels and finally detonates the nuke. The nuke unit is ported and thus lost on launch. The effect is run for each calldown (you can teleport or calldown more than one unit at a time, this is controlled by the Calldown Count field in the Use Calldown effect).
@EivindL: Go
This is somewhat offtopic, but what you could do for that is have an effect target that does the use calldown, and then have a weapon that functions like the carrier that releases nukes by attacking. Completely skips triggers.
Of course. What I meant was that you can easily add ammo to the nuke magazine via triggers. I can see my wording was a bit poor there.