Looked around in Editor and found in Mutators (COOP)/Events/CT_NukeSpawn:
General -For each integer SafetyInt from 1 to 100 with increment 1, do (Actions)
Actions
Variable -Set SpawnLocation = (Random point in SpawnRegion)
General -If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Pathing type at SpawnLocation) != Ground
------- Stay clear of player start locations
(Distance between SpawnLocation and (Start location of player 1)) <= 25.0
(Distance between SpawnLocation and (Start location of player 2)) <= 25.0
(Number of Living units in (Any units in (Region(SpawnLocation, 15.0)) owned by player Any Player matching Required: Resource (Harvestable); Excluded: Missile, Dead, Hidden, with at most Any Amount)) >= 1
(SpawnLocation is in (CT_MutatorSafetyZone())) == True
------- Cast near-ish player units
And
Conditions
(Count of Any units in (Region(SpawnLocation, 50.0)) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) == 0
(Count of Any units in (Region(SpawnLocation, 50.0)) owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) == 0
Then
General -Continue
Else
Environment -Execute Mutator Nuke Persistent at SpawnLocation from player 3
General -Break
Based on that, I would say nukes target points:
- Must be somewhere ground units can travel
- Must be at a distance of 25 of starting locations
- Must be at at distance of 15 of harvestable resource
- Must not be in safety zone
- Must be within a range of 50 of at least 1 unit of P1 or P2
I also looked at effects, at MutatorNukeDamage, and assuming the 3 “CEffectDamage_AreaArray_Radius” don’t overlap, but rather are measured from each other, then adding 4,6 and 8 give 18, so if that’s the range of explosion, then up to 3 of distance can be on minerals (since the distance from them must be at least).
Maybe that will help…if it display in a sane way, since that copy-paste crashed the preview 