If the nuke script is set to "All On", or "Offensive" nukes will launch automatically at 85% of Hold Time. "Defensive" nukes will target any land/navy units that are too close to HQ (about the distance of the blast radius of a Yolo). You can change Nuke Launch time to 50% in Map Options and set Hold Time to 10 minutes, then nukes will launch 5 minutes after Build Time ends, which speeds up testing. Also, using cheats to spawn a Paragon should usually trigger nuke strikes (there is a random factor there) any time after Build Time is over.
Because all the other attack scripts are working (well, I need to test a few hidden scripts, like counter artillery triggered by building too much T3/TRY artillery), I wonder if it could be caused by the Custom Nuke Launcher used by the script?
Heh, the errors have always been there. The mod is a mismash of others work (AI Wave Survival is a branch off from Swarm Survival) and while I've been able to fix some bugs, my programming abilities are limited.
And I do really appreciate the help! Thanks!