I'm trying to make a melee 3v3 vs insane AI with some triggering to make the terran AI use nukes very generously, but I can't figure it out. I've tried searching here but haven't found anything. I get the terran to make the ghost academies, and they use ghosts in their attack waves with cloak and EMP, but they won't build or launch nukes so I tried a bunch of different things.
Terran Nukes
Events
Timer - Elapsed time is 300.0 Real Time seconds
Local Variables
Conditions
Actions
AI Advanced - Build 3 units of type Ghost Academy in player 5's town 0 with priority 0 using build flags -1
General - Wait 60.0 Game Time seconds
AI Advanced - Build 3 units of type Ghost in player 5's town 0 with priority 0 using build flags -1
AI - Suggests order (Ghost Academy - Arm Silo with Nuke) to (Unit attached to Tetro base) using tactical AI logic
AI - Suggests order (Ghost Academy - Arm Silo with Nuke) to (Unit attached to Tetro base) using tactical AI logic
AI - Suggests order (Ghost Academy - Arm Silo with Nuke) to (Unit attached to Tetro base) using tactical AI logic
AI Advanced - Build 3 units of type Weapon - Nuke in player 5's town 0 with priority 0 using build flags -1
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
General - Wait 60.0 Game Time seconds
Unit - Order Any Unit to (Global - Ghost Tac Nuke Strike) (Replace Existing Orders)
Unit - Order Any Unit to (Global - Ghost Tac Nuke Strike) (Replace Existing Orders)
Unit - Order Any Unit to (Global - Ghost Tac Nuke Strike) (Replace Existing Orders)
Trigger - Turn PeriodicNukes On
PeriodicNukes
Events
Timer - Every 60.0 seconds of Real Time
Local Variables
Conditions
Actions
AI Advanced - Build 3 units of type Ghost in player 5's town 0 with priority 0 using build flags -1
AI Advanced - Build 3 units of type Ghost in player 5's town 0 with priority 0 using build flags -1
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
General - Wait 60.0 Game Time seconds
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
AI - Suggests order (Global - Ghost Tac Nuke Strike) to Any Unit using tactical AI logic
AI - Suggests order (Global - Ghost Tac Nuke Strike) to Any Unit using tactical AI logic
AI - Suggests order (Global - Ghost Tac Nuke Strike) to Any Unit using tactical AI logic
PeriodicNukes(2)
Events
Timer - Every 5.0 seconds of Game Time
Local Variables
Conditions
Actions
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
None of these triggers make them use nukes. Any help would be great!
You are using "Any Unit" Function in a periodic event that returns no "Unit" Value. You triggers shouldn't work. Add a unit group loop in there to specify the unit.
I must not be doing it right, because they still won't build the nukes or use them at all. Here's what I've done instead.
Nukes Away
Events
Timer - Elapsed time is 200.0 Real Time seconds
Local Variables
Conditions
Actions
AI Advanced - Build 2 units of type Ghost Academy in player 5's town 0 with priority 0 using build flags -1
General - Wait 60.0 Game Time seconds
AI Advanced - Train 2 units of type Ghost in player 5's town 0 with priority 0
Trigger - Turn NukesPeriodic On
NukesPeriodic
Events
Timer - Every 60.0 seconds of Game Time
Local Variables
GhostVar = (Create a list of all player 5's units of type "Ghost" within range 524288.0 of the point (Center of Tetro base) up to 10 units) <Unit Group>
AcademyVar = (Create a list of all player 5's units of type "Ghost Academy" within range 524288.0 of the point Town1Tetro up to 10 units) <Unit Group>
I'm trying to make a melee 3v3 vs insane AI with some triggering to make the terran AI use nukes very generously, but I can't figure it out. I've tried searching here but haven't found anything. I get the terran to make the ghost academies, and they use ghosts in their attack waves with cloak and EMP, but they won't build or launch nukes so I tried a bunch of different things.
Terran Nukes
Events
Timer - Elapsed time is 300.0 Real Time seconds
Local Variables
Conditions
Actions
AI Advanced - Build 3 units of type Ghost Academy in player 5's town 0 with priority 0 using build flags -1
General - Wait 60.0 Game Time seconds
AI Advanced - Build 3 units of type Ghost in player 5's town 0 with priority 0 using build flags -1
AI - Suggests order (Ghost Academy - Arm Silo with Nuke) to (Unit attached to Tetro base) using tactical AI logic
AI - Suggests order (Ghost Academy - Arm Silo with Nuke) to (Unit attached to Tetro base) using tactical AI logic
AI - Suggests order (Ghost Academy - Arm Silo with Nuke) to (Unit attached to Tetro base) using tactical AI logic
AI Advanced - Build 3 units of type Weapon - Nuke in player 5's town 0 with priority 0 using build flags -1
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
General - Wait 60.0 Game Time seconds
Unit - Order Any Unit to (Global - Ghost Tac Nuke Strike) (Replace Existing Orders)
Unit - Order Any Unit to (Global - Ghost Tac Nuke Strike) (Replace Existing Orders)
Unit - Order Any Unit to (Global - Ghost Tac Nuke Strike) (Replace Existing Orders)
Trigger - Turn PeriodicNukes On
PeriodicNukes
Events
Timer - Every 60.0 seconds of Real Time
Local Variables
Conditions
Actions
AI Advanced - Build 3 units of type Ghost in player 5's town 0 with priority 0 using build flags -1
AI Advanced - Build 3 units of type Ghost in player 5's town 0 with priority 0 using build flags -1
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
Unit - Order Any Unit to (Arm silo) (Replace Existing Orders)
General - Wait 60.0 Game Time seconds
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
AI - Suggests order (Global - Ghost Tac Nuke Strike) to Any Unit using tactical AI logic
AI - Suggests order (Global - Ghost Tac Nuke Strike) to Any Unit using tactical AI logic
AI - Suggests order (Global - Ghost Tac Nuke Strike) to Any Unit using tactical AI logic
PeriodicNukes(2)
Events
Timer - Every 5.0 seconds of Game Time
Local Variables
Conditions
Actions
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
Unit - Order Any Unit to (Turn Ghost - Tac Nuke Strike auto cast On) (Replace Existing Orders)
None of these triggers make them use nukes. Any help would be great!
You are using "Any Unit" Function in a periodic event that returns no "Unit" Value. You triggers shouldn't work. Add a unit group loop in there to specify the unit.
Why all the redundant actions?
I must not be doing it right, because they still won't build the nukes or use them at all. Here's what I've done instead.
Nukes Away
Events
Timer - Elapsed time is 200.0 Real Time seconds
Local Variables
Conditions
Actions
AI Advanced - Build 2 units of type Ghost Academy in player 5's town 0 with priority 0 using build flags -1
General - Wait 60.0 Game Time seconds
AI Advanced - Train 2 units of type Ghost in player 5's town 0 with priority 0
Trigger - Turn NukesPeriodic On
NukesPeriodic
Events
Timer - Every 60.0 seconds of Game Time
Local Variables
GhostVar = (Create a list of all player 5's units of type "Ghost" within range 524288.0 of the point (Center of Tetro base) up to 10 units) <Unit Group>
AcademyVar = (Create a list of all player 5's units of type "Ghost Academy" within range 524288.0 of the point Town1Tetro up to 10 units) <Unit Group>
GhostNuke = Ghost - Tac Nuke Strike <Ability Command>
Conditions
Actions
AI Advanced - Train 2 units of type Ghost in player 5's town 0 with priority 0
Unit - Order all units in AcademyVar to (Ghost Academy - Arm Silo with Nuke) (Replace Existing Orders)
AI - Suggests order (GhostNuke) to (Unit 1 from GhostVar) using tactical AI logic
AI - Suggests order (GhostNuke) to (Unit 2 from GhostVar) using tactical AI logic