This has all of the
map making tricks you can think of. First off I didn’t
invent most of this so the credit doesn’t belong to me. And
knowing tricks doesn’t make you a good map maker. This
explains a lot of fun tricks. Have fun.
[i]Doom Dragoon, Tuxedo Templar,
(U)Bolt_Head, Darkzerox, DrunkenWrestler, Nozomu, TheNrz,
Bonko, Dark One, Bob_Teh_Killer, Thanatos, Kurangor,
Tassadar920, Mp)3, Clokr_, Ğeathknight, SuicidalInsanity,
Newbie[AA], Yoshi Da Sniper
Disclaimer
Bolt_Head > I attempt to credit the
original authors for there discoveries and text. I apologize
for anything miss credited. Also note that I may edit
several sections to add/correct more information or to make
it more clear.
Use SCXE, Starforge, or scm
draft. Not really a trick but all you have to do is place
the resources in special mode next to start location.
(1) If you want to do it professionally where it has 50
minerals in one point you need SCM Draft. Or use starforge
to put 50 minerals into the coordinate you want.
2x Speed
This trick makes the game to 2x as fast. Everything
including animation goes 2x speed. The only thing that
doesn’t go twice as fast is the speed of the units. The only
use I can think of is maybe for long and boring turret
defense maps. For this trick you need Starforge or SCM
Draft.
(1) Turn on the grid (2) Place a map
revealer in the top left square of the map owned by player
14. (3) Player 13 works to. There has been a time when
only a comp went 2x speed. I think it depends on what unit
you use. (4) That’s it.
Square Tiles
Simply use Scm Draft or Starforge to make square terrain.
The tile palette lets you place really cool terrain. Isom is
too outdated don’t use it.
Banning a Player
Player: -Player 2 Conditions: -Player 1 brings at
least one of any unit to 'ban blue' Actions: -End
scenario in defeat for current player
Not that hard
was it.
Fast Upgrades
Use SC-Xtra. Put in the number 8739. It is interpreted as 0.
255 Upgrades
Just use SCXE. Then set the maximum upgrades to 255.
Cloak Units
Use the trigger called Enable Doodad Status on the unit. For
bunkers you need to put a detector by them.
If that
doesn’t work out right then disable them in a part of the
map nobody can see then enabled them. (If you disable them
and someone looks their game will crash)
Here is how
Clokr explains it.
The trigger is:
-Player
The player that you want -Conditions The conditions
that you want -Actions Disable doodad state for unit
Wait Enable doodad state for unit Wait Enable
doodad state for unit Wait Order "move" to unit
(more actions)
The waits must be a little time. I
tested it with 111ms but I think that with other lower
values run too. For the order to move action, it must try to
move, is not important "where" and if it can move or not.
After that you can do everything that you move (teleport,
give to player, etc)
Stacking
To
stack you have to run the ai script turn of shared vision
for player. Make a trigger that turns it back on. Place a
map revealer for another player and share vision so that if
you forget to hotkey the selector you won’t be screwed.
Crazy Scarbs
First make sure you have reavers attacking something so the
scarabs come out.
Players: Anyone you choose.
Conditions: Any you choose. Actions: Move "Amount"
"Scarabs" For "Whatever Player Owns Them" To "Whatever
Location" Run AI Script "Junk Yard Dog" At "Whatever
Location"
Controling Scarabs
Players: Computer with the reavers Conditions: Make
One Up Actions: Run AI Script "Set Generic Command
Point" At "Location you want them to move to" Run AI
Script "Make These Units Patrol To Upper Left Corner" at
"The Location The Scarabs Will Be At"
-generic
command point = place they will go- -make these units
patrol to upper left corner = generic command point you
set(upper left is default)-
This also works for
Interceptors. Only works on computer players owning
scarabs/interceptors. Should use hyper-triggers with any
of these.
Renewing Interceptors/Scarbs
Players: Players owning carrier/reaver. Conditions:
Whatever conditions you want. Actions: Modify hangar
count "amount" for "unit" at "location"
Don’t ask, People protect their maps for a reason.
Broodling that Never Dies
Players: Whatever players. Conditions: Whatever
conditions you want. Actions: Create "Amount"
"Broodling" At "Any Location"
The trick is, don’t
alter it in anyway, don’t give it invincibility, and don’t
make it hallucinated, don’t create it with properties..etc.
How to Make Ghost use Nuke
Thanks to Bob_Teh_Killer
-Layout- Turn Player
8 to a computer. Turn Player 8 to Terran. Create 1
Command Center somewhere on the map. Place the Nuclear silo
Add-on to it. Place 1 ghost somewhere on the map.
Create a location a couple inches away from the ghost (call
it "Nuke here").
-Triggers- 1. Check Player 8.
2. Go to Always. 3. Go to Run ai script at Location.
3- Turn the script to, B/W Terran 2-A Fill Silos with
nuke(Type 1) 3--Change the location to "Anywhere".
--Next trigger-- 1. Check Player 8. 2. Go to Always.
3. Go to Run Ai script at Location. 3- Turn the script
to, "Ai Nuke Here" 3--Change the location to, "Nuke Here"
Units with over 9999 life
To create units with over 9999 life, and higher attack use
SCM Draft or starforge. The unit will look like it is
invincible but it really isn’t.
Making the Screen Follow A Unit
players: Any player you want. Conditions: Whatever
condition. Actions: Move "Location To Follow" on "Unit
To Follow" at "Wherever You Want"
Players: Player
You Want To Follow Unit. Conditions: Whatever
Condition You Want. Action: Center View On "Location
To Follow"
Bunkers that shoot where they
shouldn't
Requires a bunker, and
something to go in it (that can attack from the inside,
meaning no medics/scvs.)
Players:
Whoever
Conditions:
Whatever Actions:
Run AI Script
Enter Nearest Bunker at the bunker, with its people.
Players:
Whoever Conditions:
Whatever
Actions:
Move # of Bunker from where the bunker is to
a safe spot
Results: The bunker will not shoot at
targets near it, but will shoot at targets near where it
was. If you kill the bunker though, it won't shoot anymore,
and the units that were inside it won't survive. This can be
done to a cloaked bunker as well.
Players aren't the colors that
you want them to be?
Go to forces and
uncheck random start location. Now your players will be the
color you want them to.
Teleporting Units
Use the 'MOVE UNIT' trigger action. In SC-Xtra2.6 will will
be labeled 'TELEPORT'
Preplaceing Burrowed Units
Make sure you have set the player's burrowed ability to
researched, and then place the unit and go into its
properties and set it to burrowed.
Placing Doodads anywhere
(1)Make the terrain the doodad is placeable on. (2)Hold
the doodad over the terrain and press ctrl+z. (3)while it
is still green press it (4) Then press ctrl+z and then
ctrl+y
Or you could just use SCM Draft
Add-ons work without Base
Building
Simply use SCXE and use
Alternative Mode. Place an add-on. Save it and it works. The
only trouble is if you use another mode it won’t work
anymore.
Settings Unit Hangars
If you want to set a nuke silo, or carrier's interceptors,
or reaver's scarab amount to a certain number with triggers,
then use the 'MODIFY UNIT HANGAR' trigger action. If you
want the unit to have its full potential hangars, make sure
their hangar upgrades are upgraded in the player settings.
For preplaced units double click on the unit and set his
hangar amount.
Keeping Track of levels
Are you making a Turret Defense map. If so and you want to
keep track of levels better simply place a unit for each
level and when that level is done remove that unit.
Computer Players doing nothing
in your campaign
Computers need an A.I.
assigned to them to run. Use the 'RUN A.I. SCRIPT AT
LOCATION' trigger action to assign them one. More
Information can be found here: http://www.battle.net/scc/faq/aiscripts.shtml
Mission Breifing Goes By too
Fast
Make sure you use the 'WAIT' action.
One thousand milliseconds equal one second.
Anti Hacking
Place a unit that crashes Starcraft in an area that can not
be viewed normally during the game, an example of this is On
top of a cliff or in the middle of a large body of
water.This doesn't actually detect map hack. But if the
player with maphack/blacksheepwall looks at that area,
starcraft crashes.
Examples of units that Crash
Starcraft when veiwed are: Independant command center, SCV
when disabled, Arbitor when disabled, Turret when disabled,
and many more.
Note: There have been many
attempts to try to anti-hack with triggers, It isn't
possable. Using the "shoot up a cliff" method does not stop map
hack.
Overlapping Text
{b}[c]TEXT[f][c]TEXT([c]TEXT)[T][T][T]*
{B} Back
[f] Front [c] Color [T] Tab mark * Space(s)
Thanks to Bonko for the formula. Use this as a base formula.
It won’t always work because overlapping is a giant pain in
the ass. That’s why you don’t see it as much. It’s just a
process of trial and error.
Centering and Aligning text to
the right
By Mp(3) The 'Back' tab used
for overlapping text can be used the same way any other
color tab is used to color text. The 'Back' tab when used
will automatically center the text proceeding it. Note that
any spaces will be centered with the following text after
the 'Back' Tab.
The 'Front' Tab for overlapping text
works the same way, except it aligns it all the right of a
text window.
All of these will work in Force, Unit,
Display Text Message, Transmission, and Mission Objective
text feilds.
Hyper Triggers
This is very important. This trigger delays the long wait
that happens when your triggers compleate fireing. That
means that your triggers will react instantly, and fire alot
quicker (about 12 times per second).
You set the
trigger up like this.
Conditions: -Always
Actions: -Wait 0 milliseconds -Wait 0 milliseconds
-Wait 0 milliseconds -Wait 0 milliseconds -Wait 0
milliseconds -Wait 0 milliseconds -Wait 0 milliseconds
-Wait 0 milliseconds ...do that as many times as you can
-Preserve Trigger
Put in wait 0 as much as you can
until you run out. When it maxes out you delete one. Then
put in preserve trigger. Copy this trigger 2 more times.
Avoid making your hyper triggers owned by "all players" If
you give the hyper triggers to a single computer player,
then all the other players can run the wait action without
intervention.
Sizeless Sounds
For this you need starforge. This will let you put sizeless
sounds into your map. (1) Browse through the starforge
sounds and add one from the mpq. (2) Use the triggers in
starforge to incorporate the sounds into your map (3)
THESE SOUNDS DON’T SHOW UP IN SCXE.
The way it works is it loads sounds from the mpq. So
instead of playing real sounds it plays them from your
starcraft mpq. These sounds don’t show up in scxe because it
doesn’t recognize these types of sounds. You could use SCM
Draft for this but SCM Draft cant do triggers.
Stopping a Unit from leaving a
location
Thanks to Nozomu
Players:
-The player to whom the unit belongs. Conditions:
-Current Player brings exactly 1 Unit to Movement Limit.
-Any other conditions you want. Actions: -Move
location Follow to Unit owned by Current Player at Movement
Limit. -Preserve trigger. -Any other actions you want.
Players: -The player to whom the unit belongs.
Conditions: -Current Player brings exactly 0 Unit to
Movement Limit. -Any other conditions you want.
Actions: -Move all Units for Current Player at Follow to
Follow. -Preserve trigger. -Any other actions you
want.
Automatic Doors
Doors are a giant pain in the ass to get to work correctly.
Here is how to make them work really good. Thanks to Tuxedo
Templar/ Tuxedo-Templar (aka Omega) for this
Door_Loc = Location where the door resides (set properties
to ground only, air units should not trigger a door,
obviously )...
Conditions- - Current Player brings
at least 1 men to location Door_Loc. - "Door Switch" is
cleared. Actions- - Set "Door Switch". - Set doodad
state: Disable all "left pit door" for All Players at
location Door_Loc. - Preserve trigger.
And...
Conditions- - All Players brings exactly 0 men to
location Door_Loc. - "Door Switch" is set. Actions-
- Clear "Door Switch". - Set doodad state: Enable all
"left pit door" for All Players at location Door_Loc. -
Preserve trigger.
The reason I use a switch is
because even though it works without one, when the door goes
back to closing it acts glitchy for a moment then finally
closes, on a account of repeating the "Enable" action while
its not yet all the way "Enabled", which interrupts it. The
switch is used to prevent that (notice also that I didn't
simply use "Toggle" instead of "enable" and "disable",
because apparently that too can be mucked up, and if you end
up screwing up the state of the toggle, you can effectively
reverse the triggers such that they open when no one is
around and close when someone is).
Sprites
Sprites are very useful and
can add a lot of creativity to your maps. You need starforge
or SCM Draft.
You can’t stack units like you can
stack buildings right? Wrong. Sprites are like doodads. So
you can stack units.
Here are some cool sprites that
you can place.
(1)Doodads from other tilesets like
twilight and ice. (2)Pylon Aura, Building Rubble
(3)Some sprites make a cool animation when you start the
game off. (4)Mouse Cursor (5)Spells like feedback and
recall appear at the begging of the game.
Advanced Sprite Properties
By: Ğeathknight
(1) Use Starforge (2) Place
any
unit. (3) See the unit type
in the properties box. (4) Copy that number. (5) Delete the building and
place any sprite. (6) Go to the sprites properties.
(7) Put in the number of that unit
you had before in the "Sprite" box.
(8) Uncheck the draw as sprite box. (9)Check the "Disabled??" box.
(10) In the game it will be determined on what number you have used.
You can see the list I've made below for reference.
NOTE:
ALL SPRITE CREEP CAN NOT BE BUILT ON BY A DRONE
UNLESS THERE IS REAL GAME CREEP THERE
LIST OF
NON-CRASHING DISABLED SPRITES: •SCV(Acts as if it is
mining or attacking and a spark appears in the top left hand
corner) •Drone(acts as if it is mining in place)
•Marine, Jim Raynor(Acts normally but doesn't move or
attack) •Ghost, Samir Duran, Alexei Stukov, Infested
Duran(Acts normally but doesn't move or attack) •Command
Center(Is half built, it will have the lift icon, provides
supply) •Nuclear Silo(is half built, it will show the
number of nukes it's holding) •Refinary(is half built,
you can gather vaspene gas from it, if it's destroyed, it
will leave a vaspene geyser that you can walk under like a
sprite and you can build on it) •Barracks(is half built,
will show the lift icon) •Academy(is half built)
•Factory(is half built, shows lift icon) •Starport(is
half built, shows lift icon) •Control Tower(is half
built) •Science Facility(is half built, shows lift icon)
•Covert Ops(is half built) •Physics lab(is half built)
•Machine Shop(is half built) •Armory(is half built)
•Missile turret(is half built ####ed-up looking)
•Bunker(is half built, load icon is there) •Uraj
Crystal(Acts normally but can't be picked up) •Khalis
Crystal(Acts normally but can't be picked up)
•Hatchery(Provides control, has select larva icon, provides
creep) •Lair(Provides control, has select larva icon,
provides creep) •Hive(Provides control, has select larva
icon, provides creep) •Nydus Canal(Provides creep, has
build exit icon thingy) •Hydralisk Den(Provides creep)
•Defiler Mound(Provides Creep) •Greater Spire(Provides
Creep) •Queen's Nest(Provides Creep) •Evolution
Chamber(Provides Creep) •Ultralisk Cavern(Provides Creep)
•Spire(Provides Creep) •Spawning Pool(Provides Creep)
•Creep Colony(Provides Creep) •Spore Colony(Provides
Creep) •Sunken Colony(Provides Creep) •Overmind(with
shell)(Provides creep) •Overmind(Provides Creep)
•Extractor(you can gather vaspene gas from it, if it's
destroyed, it will leave a vaspene geyser that you can walk
under like a sprite and you can build on it) •Mature
Chrysalis(provides creep) •Cerebrate, Cerebrate
Daggoth(provides creep)
After I kept crashing on many
protoss buildings, I assume they all crash.
•Xal Naga
Temple(It's a flashing shadow. If you move the mouse over it
or see the whole thing, the game will crash) •Mineral
Field(Type 1)(Says hallucinated, when you click on it, it
says "base is under attack", can be mined) •Mineral
Field(Type 2)(Says hallucinated, when you click on it, it
says "base is under attack", can be mined) •Mineral
Field(Type 3)(Says hallucinated, when you click on it, it
says "base is under attack", can be mined) •Psi
Disruptor(Is invisible, if the whole thing is seen or you
move the mouse over it, the game crashes) •Zerg beacon,
Zerg Flag Beacon(Acts like a regular beacon) •Terran
Beacon, Terran Flag Beacon(Acts like a regular beacon)
•Protoss Beacon, Protoss Flag beacon(Acts like a regular
beacon, is not disabled) •Overmind Cocoon(Provides creep)
•Dark Swarm(spell)(Normal, makes no sound, dunno about the
attack thing) •Floor Missile Trap(seems normal, not
disabled) •Floor Hatch(Remains opened, not disabled)
•Left Upper Level Door(Looks like a line, probably down)
•Right Upper Level Door(looks like a line, probably down)
•Left Pit Door(is down) •Right Pit Door(is down)
•Floor Gun Trap(seems normal, not disabled) •Left Wall
Missile Trap(seems normal, not disabled) •Right Wall
Missile Trap(seems normal, not disabled) •Left Wall Flame
Trap(seems normal, not disabled) •Right Wall Flame
Trap(seems normal, not disabled)
•Start Location(Has 800/800 health with 1 thingy on
the health bar filled in, sais hallucinated, when you click
on it it sais "base is under attack", has a blank portrait)
•Flag(Not disabled, can't be picked up) •Young
Chrysalis(Not disabled, can't be picked up) •Psi
Emitter(Not disabled, can't be picked up) •Data Disk(Not
disabled, can't be picked up) •Khaydarin Crystal(Not
disabled, can't be picked up) •Mineral Chunk(type 1)(Not
disabled, can't be picked up) •Mineral Chunk(Type 2)(Not
disabled, can't be picked up) •Vaspene sac(type 1)(Not
disabled, can't be picked up) •Vaspene Sac(type 2)(Not
disabled, can't be picked up) •Vaspene orb(type 1)(Not
disabled, can't be picked up) •Vaspene orb(type 2)(Not
disabled, can't be picked up) •Vaspene tank(type 1)(Not
disabled, can't be picked up) •Vaspene Tank(type 2)(Not
disabled, can't be picked up) •Goliath head, Alan Schezar
head(number 4 on the list)(not selectable, spins around)
•Larva(Selectable, spins around, can't morph)
•Mutalisk(is a rock sprite then crashes after a couple
seconds) •Dark Templar, Dark templar(hero),
Zeratul(Selectable, spins around, no action works) •Dark
Archon(As soon as it morphs in, the game crashes)
•Archon, Tassadar/Zeratul(As soon as it morphs in, the game
crashes) •Interceptor(turns into a rock sprite, doesn't
crash) •Scarab(Disappears) •Map Revealer(turns into a
rock sprite, doesn't crash) •Disruption web(looks pretty
normal)
•Sprite 250(looks like a start location in
starforge, crashes, the odd thing is that it plays a
'kerrigan death' sound) •Sprite 249(Shows an unclickable
cloaked khaydarin crystal that provides more creep than a
hatchery, shows a scourge in starforge) •Sprite 245(looks
like a scourge in starforge, crashes, the odd thing is that
it plays a 'larva death' sound) •Sprite 244(nothing
there, plays cloak sound, looks like a vaspene sac in
starforge) •Sprite 243(nothing there, plays cloak sound,
looks like a scourge in starforge) •Sprite 241(nothing
there, plays cloak sound, looks like a scourge in starforge)
•Sprite 240(nothing there, looks like a khaydarin crystal in
Starforge) •Sprite 239(nothing there, looks like a
scourge in Starforge) •Sprite 238(nothing there, looks
like an Ultralisk in Starforge) •Sprite 237(nothing
there, looks like a broodling in Starforge) •Sprite
236(nothing there, looks like a scourge in Starforge)
•Sprite 235(nothing there, looks like a scourge in
Starforge) •Sprite 234(nothing there, looks like an
Overmind(with shell) in Starforge) •Sprite 233(Scourge in
Starforge, shows a rock sprite and a large ammount of creep,
shortly crashes) •Sprite 232(nothing there, looks like a
Citadel of Adun in Starforge) •Sprite 231(nothing there,
looks like a scourge in Starforge) •Sprite 230(nothing
there, looks like a scourge in Starforge) •Sprite
229(nothing there, looks like a scourge in Starforge)
•Sprite 228(nothing there, looks like a scourge in
Starforge) •Sprite 256(Looks like a missile in Starforge,
crashes, the odd thign is that it plays 'overlord death'
sound) •Sprite 257(nothing there, Looks like a scourge in
starforge) •Sprite 258(nothing there, looks like
something screwy in starforge) •Sprite 259(nothing there,
Looks like a scourge in starforge) •Sprite 260(nothing
there, Looks like a hydralisk shot in starforge) •Sprite
261(nothing there, Looks like a scourge in starforge)
•Sprite 262(nothing there, Looks like a missile in
starforge) •Sprite 263(nothing there, Looks like a
scourge in starforge) •Sprite 264(nothing there, Looks
like something you can barely see in starforge) •Sprite
265(nothing there, Looks like a scourge in starforge)
•Sprite 266(nothing there, Looks like interceptor shot in
starforge) •Sprite 267(nothing there, Looks like a
scourge in starforge) •Sprite 268(nothing there, Looks
like lightning storm in starforge) •Sprite 269(nothing
there, Looks like a scourge in starforge) •Sprite
270(nothing there, Looks like a photon cannon or dragoon
shot in starforge) •Sprite 271(nothing there, Looks like
a scourge in starforge) •Sprite 272(nothing there, Looks
like ...? in starforge) •Sprite 273(nothing there, Looks
like a scourge in starforge) •Sprite 274(nothing there,
Looks like some kind of gas or acid in starforge)
I
SKIPPED 275-425 ASSUMING THEY ARE CONTINUING THE PATTERN,
SOME CRASH THOUGH.
•Sprite 426(nothing there, looks
like some doodad in starforge) •Sprite 427(nothing there,
Looks like a scourge in starforge) •Sprite 428(nothing
there, looks like a factory in starforge) •Sprite
429(nothing there, Looks like a scourge in starforge)
•Sprite 430(nothing there, looks like a factory in
starforge) •Sprite 431(nothing there, looks like a
scourge in starforge) •Sprite 432(nothing there, looks
like a nuke explosion in starforge) •Sprite 433(nothing
there, looks like a scourge in starforge) •Sprite
434(nothing there, looks like a nuke explosion in starforge)
•Sprite 435(nothing there, looks like a scourge in
starforge) •Sprite 436(nothing there, looks like a
scourge in starforge) •Sprite 437(nothing there, looks
like a broodling in starforge) •Sprite 438(nothing there,
looks like a broodling in starforge) •Sprite 439(nothing
there, looks like a broodling in starforge) •Sprite
440(nothing there, looks like an infested terran in
starforge)
I SKIPPED 441-477 ASSUMING THE PATTERN
CONTINUES
•Sprite 478(nothing there, looks like a
lair in starforge) •Sprite 479(nothing there, looks like
a broodling in starforge)
SKIPPED 480-489
•Sprite 490(nothing there, looks like an overmind(with
shell) in starforge)
SKIPPED 491-495
•Sprite
496(nothing there, looks like an extractor in starforge)
SPRITES 497-516 CRASH. SPRITE 516 IS THE LAST SPRITE.
Placeing Units in melee
Placing units in melee was normally impossible. But with
starforge and scm draft nothing is impossible. Normal melee
gets rid of units but sprites are a different story. Sprites
are like doodads that’s why they can be placed in melee.
(1) Open up starforge or scm draft and go to the sprites
layer (2) Place a sprite for player 12. (3) And
Walla!!!!
You do realize sprites include the pylon
aura, Doodads from other tilesets and spells.
Giveing units owned by player
12 to Players
You normally see this in
turret defense games. When an opponent leaves all his units
are distributed among other players. You need player 12
triggers for this.
Make this trigger for player 12.
Conditions Player 12 commands at least 1 of any unit
Actions Give 1 unit owned by player 12 to player 1
Give 1 unit owned by player 12 to player 2 Give 1 unit
owned by player 12 to player 3 Give 1 unit owned by
player 12 to player 4 …..etc Preserve trigger If
you want it to be more accurate put in waits between the
players.
Lost Interceptors
Thanks to Dark One.
Make an area where players
can’t get to. It doesn’t mater what color or number the 2
computer players are as long as they are computers. Use the
'set alliance status' trigger to un ally the 2 comps in use.
Put 1 unit or building that can’t shoot back in the middle
of the area, put a location over him. The computer unallied
to the unit should have more than 8 carriers around it; put
a location over the whole area. Make a trigger that heals
the defenseless unit. Make a location where you want the
interceptors to spawn; it should be a fairly big location.
Use the trigger 'move all interceptors at 'x' to location
'x'. Then order AI script Junkyard Dog-this should only be
issued for the player owning the carriers-. Set the
interceptor stats to 0 minerals and 0 vespene gas, and 0 for
time (8739).
You’re done now, unless u want it to
keep spitting them out... For that just add preserve
trigger to the move/junkyard dog trigger and add another 1
that orders the carriers to build 8 more interceptors, and
preserve trigger.
Disableing Units
You need SCXE. Disabling units makes them unclickable. It
makes the marine shoot at air. Its makes a civilian look
like he is walking. Make a trigger like this.
Conditions Whatever Action Disable doodad status
for _____ at _____.
Invisible Bunkers Tutorial
This is how to make those invisible bunkers from tower
defense. Thanks to Thanatos.
Well, hyper
triggers are needed.
After you establish your hypertriggers.... here's what
you do.
You need this trigger per player per type of
bunker (i.e. rine, ghost, bat...)
Conditions:
'Player 1' commands at least 1 'Supply Depot'
Actions: Move all Terran SCV at 'Anywhere' to 'scvHome'
Center location labeled 'supplyDepot' on Supply Depot' owned
by 'Current Player' at 'Anywhere' Center location labeled
'moveBunker' on 'Bunker' owned by 'Player 8' at 'p1Bunkers'
Remove 1 'Bunker' for 'Player 8' at 'moveBunker' Remove
All 'Supply Depot' for 'Current Player' Create 1 'Bunker'
at 'supplyDepot' for 'Player 1' Create 3 'Marine' at
'supplyDepot' for 'Player 1' Execute AI Script: 'Enter
closest bunker' at 'supplyDepot' Wait '1000' milliseconds
Move all 'Bunker' for 'Player 1' at 'supplyDepot' to
'moveBunker' Wait 200 milliseconds Create 1 'Protoss
Cybernetics Core' at 'supplyDepot' for 'Player 1' Wait
1000 milliseconds Move all 'Terran SCV' at 'scvHome' to
'supplyDepot' Preserve Trigger
Ok, so you need
a lot of locations. Here's a list: ¤ scvHome <-- Where
the scv moves to once supply depot is built ¤ supplyDepot
<-- Location for action to take place at ¤ moveBunker <--
Place the bunker moves to ¤ marineBunker <-- Don't know
why, but it's needed
It's a lot of steps, but it gets
the job done.
Now, for taking care of that problem
with you being able to see your own units. Here's what you
do:
Disable vision with yourself and everyone else
except for 1 computer player. That computer is neutral, and
everyone has shared vision to it. You place the map
revealers on the map so that you keep the fog of war up over
your 'moveBunker' area but you can still see where you're
building.
I hope this helps a lot of people.
Stopping Cheats in single
player using triggers
Are you making a
single player map. If so and you don’t want the guy to cheat
then do this righte here. Thanks to Kurangor
Black sheep wall Place a sieged tank on lower ground, and
place a building or something that will die with one shot
from the tank on higher ground. Make sure tank can reach it.
If that certain unit killed (or not there) then make it end
in defeat or whatever consequences you want. All these units
must belong to warring computer players. THIS DOESN’T STOP
MAPHACK.
[Money Cheats] You can prevent these only
if there is a max amount of a certain resource. And you
would know how to do this easily. Just make sure they can’t
reach that amount without cheating.
Power
overwhelming Make 2 locations and make units continuously
move from one of them to the other. Then make some units
kill them as they march. Make it end in defeat if the unit
manages to get to the other side. This means that the
computer can’t damage each other so it can get to the other
side alive.
Medieval Man Make a dark archon
without feedback to stay in an area and wait for it to
feedback another dark archon (considering it can kill the
other one with one feedback). If the other archon dies then
end in defeat.
The Gathering Make a dark archon
with 0% energy wait to feedback an enemy (considering it can
feedback and can kill the other one with it) and when that
enemy dies make it end in defeat. You can still use this in
conjunction with medieval man anti-cheat because you can use
reverse computer players.
Note that these are only
some of the cheats. There are other ways to make this work
also so these aren't the only ways.
-Kurangor
UNTESTED:
The following may or may not be accurate...
Modify the Phase Variance and something for nothing can
probably be stopped, but I have not tested it yet. The idea
behind Modify the Phase Variance is to perhaps run an AI
script and prevent a computer from building a building that
is required to go up the techtree. If the player cheats, the
Computer can build the one higher in the techtree and you
can immediately tell he cheated. The idea behind Something
for Nothing is at a corner to keep giving a unit to an enemy
(probably a spell caster), so if the enemy gets hold of the
unit with the mana capacity upgrade, he can cast a spell he
could not previously cast because its cost would be greater
than 200 mana. And to make sure it can cast the spell, set
the mana to 100%. Food for thought might be stoppable by
preventing the construction of supply giving material and
running an AIscript. When the computer can create that extra
worker, then the player cheated.
Making Units health glow
Thanks to Bonko
For Zerg:
THis works with MOST
units and Buildings
In starforge their are TWO
"Health Boxes"
In the SMALLER Box you can put:
7 For the smaller box (If 7 is your number) Put in 4. Have
shields armor 0. Thats for glowing or 1 Smaller Box: 2
shields 1 armor 0. Thats also glowing. Im discovering more
and more each day. Ill keep you guys updated. If you wanna
see some glowing health just look at metal / anthrax bound
(yes i made both and know one wanted to play em)
(those are all I tested)
With this you can also make
part of units orange, or dissapear
AND
Make
units health higher then it hsould be:
EXAMPLE 4/3 or
2/1
Timeing events without wait
blockers
Thanks to Tuxedo-Templar (aka
Omega).
Using hyper triggers, you'll need a counter
that gets 1 added to it every hyper stage (while the
conditions for making that wait occur are set), and then
have the triggers you want to be timed accordingly simply
check if the counter is "at least" the amount you want to
time it to, and then you're done! Set the counter back to 0
if you plan on repeating the timed event or using the
counter for something else.
Placeing units under/over
Thanks to Omega.
All burrowed units
can be placed under any other units, including buildings,
men, resources, traps, etc. Powerup items, when placed over
any non-solid ground units ("solid", as I call it, includes
things like buildings, resources, and other powerups
(sorta)), will actually place over the top of them, causing
them to have to shuffle away like an SCV would after
finishing its building while still on top it.
Virtual unit Hp
Writen By: Tuxedo-Templar (aka Omega).
There are
several methods for this, depending on the application. The
reason you would use this is to control in your triggers how
much HP a unit has, besides just setting HP % to specific
amounts (like if you wanted to add or subtract certain
amounts of HP, or even make monsters of the same type
inflict differing amounts of damage at points of your map).
One way, for computer players, as shown in my Trigger
Happy D map, is to have them cycle through different players
for each hit, eventually dying when they hit the end of the
cycle. This works good for units that only take a few hits,
as the max HP is limited to the maximum number of available
computer players in the game. An alternative that can be
used to extend this, however, would be to replace the unit
with a new one (like it's hero equivalent) when it reaches
the end of its cycle, setting the new unit to the beginning
player in the cycle, and killing it when it in turn reaches
the end of that cycle (or else making yet a new one with a
different unit, as long as other units are available to do
this.)
Kill and replace. Basically, have a location that
follows a given unique unit around wherever it goes (as long
as it still exists), and when it dies, simply create a new
unit at its location, and subtract 1 from a counter
representing its HP. When the counter hits 0, the unit is
dead, and will not be replaced.
Stacked burrowed units. This particular method is best
suited for stationary units like buildings and stuff, as it
is typically a pain to both have them constantly
repositioned under the mobile unit and suffer through slow
movement for that mobile unit (a side effect of constantly
moving a unit over or under another one, regardless of
whether its burrowed or not). You can count HP by the number
of burrowed stacked units under the current unit. Hits can
be registered in whatever way you choose, except not the
normal way, though you can use the above technique of
replacing the unit after it dies. The best way to handle
hits, though it requires a special setup, is to have the
current unit with a very high HP or armor, and set the
stacked burrowed units as weak, one-hit-kill units, but
allowing only one at a time from the stack to be
uninvincable, and then restrict hits to the building from
splash damage-only units. The splash hits will hurt the
stacked burrowed units, and as they die off, reset their
invincabilities so one is always non-invincable, but the
rest are not (unless there is only one, which is always
uninvincable).
Slowing Down Units
By Mp)3
- There are many ways of slowing down a
ground unit using SE. Using hypers, you can slow down almost
all mobile ground units using a simple trigger(s). Here's a
few of the ones that are most popular:
Constantly
Creating and Removing a unit while a Location is centered on
the slowed unit. With a hyper, and by moving a location on
the unit slowed, and by creating/moving then
remove/kill/move over and over again on the same location
will give you the desireable effect.
1) Constantly moving or creating and removing a
burrowed unit under a Unit can slow down a unit
significantly.
2) Constantly Creating and Removing a
powerup on a unit. Powerups can be created and place
regardless of what other unit is already there.
3)
Constantly Moving or Creating and Removing an air unit above
the unit.
Crazy Turret Trick
By Mp)3 The desired effect of this trick is to have the
rotating half of a Terran Missle Turret to move and rotate
at random and frequent times. The trigger is:
PLAYERS
====== - Owner of the Turret(s)
ACTIONS ======
- Always - Any other conditions
CONDITIONS
========= - Run AI Script 'Junkyard Dog' at 'location
over turret(S)' - Preserve Trigger
Using a hyper
trigger will make the turret go "crazy" much more so.
Spell List
-
Burrowing -
*Usually all the non hero zerg
units will burrow when idle and just standing around.
*Lurker of course will burrow when it is going to
attack an enemy unit and unburrow when the enemy has ran
outside of its attack radius. (Lurker is the only
hallucinated zerg unit that will burrow when it is going to
attack something and gets damaged)
*Giving a unit
burrowed zerg units to another computer will cause it to
unburrow along with moving the unit by trigger
*Issuing order to move/attack/patrol will make hero and
normal burrowed zerg units unburrow
*Note: Zerg
units owned by the computer can even unburrow even if they
don't have burrowing researched (players on the other hand
can't do that)
- Infestation -
*Have a Queen near or over a Command Center that has at most
of 45% of its HP
*Order the Queen to patrol over the Command Center or
else it will just there idle and won't infest the CC
*Hero Queens will use this
*Note: a queen can
still infest a CC if its hallucinated and/or in Transit
(strange enough when a Queen infest a hallucinated CC owned
by you it will still retain its bluish texture and likewise
if you infest a hallucinated CC it won't turn blue for you)
- Spawn Broodling -
*If a high
level unit like Dragoon, medic, ect. is nearby the queen
will spawn broodling it.
*Using a zerg AI makes the
Queen more aggressive with spawn broodling and will use it
multiple times if able.
*They will not use it on
heroes
- Ensnare -
*A queen will
ensnare nearby enemies and especially hostile one, they like
to use it on masses or units but sometimes will target just
one unit
*They will use this on heroes
*Using a zerg AI will make the queen use ensnare more than
once and more aggressively.
- Plague -
*And idle defiler will use plague on nearby
enemies (ground units, air units, buildings) they will
plague special buidings don't seem to want to directly
plague hero units like a Jim marine
*They will use
plague on units that have even 1 hp but are no longer
plagued
*Usually they are more provoked by a mass of
units then just 1
*They won't normally use plague on buildings that have
less than 34% of HP but will sometimes use plague on them
anyway if you provoke the defiler to by attacking nearby
units.
*Sometime will use it as to counter nearby
hostile units
- Consume -
Unknown
- Dark Swarm -
*A nearby defiler will put up a darkswarm when
some of its melee units are being attacked by any ground
unit with range
*The defiler won't always use it
though, additional units in combat will encourage it to use
its dark swarm more
*They will use this to help
protect allies too
*Only seem to want to use it
once, using a melee AI will make them use it multiple times
- Parasite -
*The best way to directly make
a queen use parasite on a unit is to set up a holding room,
put a unit that can attack such as a marine here and make in
invincible. Put a bunch of queens nearby the room and place
the unit you want to have parasite on in the room. After 10
seconds to a minute the queen will parasite this unit.
*Queens only seem to want to parasite ground units
most often but will parasite pretty much any ground unit
from even a civilian to hero units. Rarely will it parasite
an air unit.
*Occasionally queens will parasite
random ground units when standing idle and the opponent is
also idle as well. This takes a lot longer though.
*Queen seems to use parasite 2 times
-
Lurker Aspect -
Still Researching...
- Stim
Pack -
*Usually will auto use it if an enemy
unit it can attack is near but that may depend on the enemy
unit and the number of units in that force
*Sometimes will directly use it if damaged by a unit it can
attack
- Lockdown -
*Ghost will keep
locking down all mechanical units (including hero ones)
around if the ghost is being attack (Note: If a computer
ghost had Irradiate on it, it will go mad and start looking
down everything nearby)
*Will usually lockdown
around 2 units attacking other units other than the ghost
and then will spend its time trying to destroy them with its
shotgun
*Sometimes a ghost will just lockdown non hostile
mechanical units nearby
- EMP shockwave -
*Will use on nearby units with a decent amount
of energy that is usually over 75% (includes heroes)
*Will also use it on units that have a ton of Shields,
like Carriers, or a Nexus. (note: Protoss special buildings
don't have shields)
*Note: Emp shockwave doesn't
work on broodlings so a science vessel will not use emp
shockwave on them
- Spider Mines-
*Run a building AI, it doesn't even have to be a terran one
it can also be zerg or protoss (this seems to be required)
*The vultures will run around placing mines near
mainly its own buildings but will also plant some around
allies building and even enemy buildings too at times.
- Scanner Sweep -
*Used in
response to an attacking cloaked/burrowed unit it can not
see
*The unit being attacked must be a terran non hero
unit but won't for a SCV, Medic, Science Vessel(blinded),
and Dropship
*They will also scan if a bunker loaded
when guys is attacked and missle turrets
*Note: The
computer will not use it if a ground unit from a lower level
is attacking another ground unit up on a higher level
- Tank Siege Mode -
*If the
tank is ordered to attack it will siege usually (not always)
when any enemy ground unit or building falls into the range
of it's siege cannon
*If still on order to attack
something it will unsiege when there is no more targets left
for it or
*A siege tank will also unsiege when there
is no longer anymore units it can hit and it has something
attacking it by standing next to it
*The computer
can unsiege tanks in siege mode even having it researched
(players can't do that) to do that you use the method of
having units surround close up to the tank where it can't
hit them and there is nothing else to target
*Note:
You can get a siege tank in siege mode to attack units
standing right next to it. To do this you have to have a
siege tank in siege mode and place a building or something
nearby the tank to fire on. Now run up to the tank with a
ground unit such as a marine and attack it from a distance
to get its attention and attack you. After it damages you
once move directly next to the tank where it can't hit you
and continue to attack it. After a while the tank will some
how be able to lock onto the marine and will shoot him
*A hero tank in siege mode seems reluctant to attack
different targets even despite the fact it may be targeting
a non attacking building and its being killed by a dragoon.
The hero one will also never use siege mode nor go back to
tank mode from siege.
- Defense
Maxtrix -
*Science vessels will use this on
a unit that is nearby, is missing over half its total HP/SP
and is currently being attacked (it can also be a hero unit)
*The unit being damaged has to be a higher level unit like
goliaths, dragoons, wraiths (it doesn't seem to want to use
it on marines)
*Will also use it on nearby allies
- Irradiate -
*A science vessel will use
Irradiate on nearby units (includes hereoes) when its being
attacked, the unit is will use irradiate doesn't necessarily
have to be the one attacking it and doing damage.
*Can sometimes be provoked by attacking a different units
under the computers control
*Science vessel seem to really like to irradiate SCVs
and possibly drones and will irradiate them even the Science
vessel is just sitting idle above them
-
Yamato Gun -
*Seems to like to use it on
high level units that are attacking its units/buildings
(they like to use it on archons, science vessels, other BCs,
but don't seem to want to use Yamato on heroes)
*Can
be hard to determine which one or when it will use it
because BCs anywhere on the map will run up to use Yamato on
an attacking unit. They will also use it in response to help
an alli that is being attacked too
*Note: When the
BC is moving its way to the unit it wants to Yamato and
another unit gets in the way it may change orders and attack
(probably not with its Yamato) that unit instead
*Using a Terran AI scripts seems to make them use it more
often and aggressively, after a while if you don't have a
terran script running the BCs might stop using it
- Cloak Field -
*A wraith will use cloaking field when it is
being attacked by something (even if it is allied with that
unit)
*This is one of the few abilities heroes will
use
*The non hero ghost will decloak when idle, even
if it doesn't have it researched
*The hero won't
decloak until out of energy which will also happen to the
non hero one
- Personnel Cloaking -
*Again after being damaged even by an allied
unit (pretty much the same as cloaking field)
*Heroes will actually use this one
*The non hero
ghost will decloak when idle, even if it doesn't have it
researched
*The hero won't decloak until out of energy which will
also happen to the non hero one
*Note: Ghost will
also cloak when on its way to nuke something
- Restoration -
*Seem to only use this on
locked down units and ones stuck from maelstrom
*May
use it only once or not at all even but you can provoke them
to use it over and over if you attack the medic with
something like a ghost
*They will use it on hero
units but not allies
*Using a Terran melee AI seems to encourage more use
- Optic Flare -
*Medics will
use this on nearby units that aren't really weak and basic.
They will use it on stuff like Wraiths, Goons, Drones and
stuff valued above (includes heroes)
*Each medic
only seems to use this once or twice and then will stop
entirely. A Terran Ai may encourage more use.
- Healing -
*Medic will run up and use it on any hurt unit
it can
*Works even on units that are invincible
*Note: Computer allies will heal allied 'players' but
won't heal allied computers
- Psionic Storm
-
*High Templars will counter attack with Psi
Storm to hit any unit that is attacking it (includes hero)
*They will also run over and hit nearby units with a
psi storm (this is usually provoked by certain units or
usually just a mass of them) They only seem to do this once.
- Hallucination -
*A High
Templar will use hallucination on nearby Scouts, Arbiters,
Archons, Carriers (they will not use it on the hero
counterparts)
*They will use it even on a unit that
is already hallucinated but will not hallucinate enemy or
other allied computers/players.
- Cast
Recall -
*Use the AI script at location "cast recall at
location" for a computer player
*Note: The hero
arbiter Danimoth will not cast recall even with the AI
- Stasis Field -
*If the
arbiter is idle close by where a unit an enemy is attacking
something (doesn't seem to matter what its attacking) the
arbiter will fly over and use stasis on it
*Only
seem to want to use it once or twice
*They will use
this on attacking heroes
*In this same aspect
arbiters will fly over to cloak its units that are being
attacked
- Archon Warp -
Still
Researching...
- Mind Control -
*Dark Archons will steal nearby high level
units such as devour, siege tank, battle cruiser, arbiter,
scout, dark archon
*They will not use Mind control
on heroes
*They will Mind Control enemy Dark Archons
if they don't feel like using feedback on them. (It seems to
depend on how hostile the Dark Archon it wants to mind
control is, really hostile ones it will just feedback)
- Disruption Web -
*A corsair
will use Disruption web in response to being attacked by
ground units or nearby ground units attacking other air
units nearby (can be its allies)
*They will also use
this to protect allies being attacked but their response
doesn't seem as quick as when one of their own units is
being attacked
*There is also an AI "Cast Disruption Web" at location
which will force the nearest Corsair to cast a Disruption
web at that location
- Dark Archon Meld -
Still Researching...
-
Feedback -
*A dark archon will feedback any
nearby unit with sufficient energy (usually enough so when
it uses feedback it will kill it) that doesn't seem fit for
it to mind control.
*You can get a dark archon to
Mind control units it normally uses feedback on such as
medic, high templars. To do that the medic must be have
fairly low energy and high Hp.
*They also don't seem
to want to use this on heroes
- Maelstrom -
*The Dark archon will use this in response of it or nearby
forces (includes allies) being attacked. They seem to prefer
using it on a mass of attacking units.
*Keep in mind
that maelstrom only works on organic units
*Unlike
its other special abilities a dark archon will use this on
heroes
- Nuking -
*Use the direct
"Build nuke at location" AI to force the computer to build a
nuke in a silo (I don't think your suppose to preserve this
trigger that this AI is in)
*With a nuke ready now
use the "Target nuke at location" AI to force the computer
to use one of its ghost to target the first unit that gets
in its way with a nuke (you can preserve this trigger)
*A ghost will target invincible units with a nuke despite
the fact the nuke won't even hurt it
*Sometimes even
what the computers default race can matter to get this to
work so set it to terran if it doesn't seem to work with the
others
- Entering/Exiting Transports -
*I would recommend using a melee AI, it makes
the computer react more with its transports
*The
computer will load units needed for a certain purpose, such
as if some of their builds are being attacked and they need
backup, or if no units are attacking it will load them up to
take them back to their base to protect
*The
computer will likewise unload stuff to attack nearby hostile
units and protect a base
*Be careful though because
the computer will sometimes upload other units for no real
reason at all too
*They will not load or unload
heroes
*There are also AIs called "enter transport" and "exit
transport" which are good for forcing transport units to do
things but only work for 'player' types and not computers
- Upgrading and doing Research-
Still Researching...
- Lift
Off "In Transit" -
Unknown
-
Repairing -
*Run a melee AI (would recommend
a non terran one so they won't build anything)
*SCVs
will repair nearby units that are missing any of its HP
*They won't repair allies, hero units, and other SCVs
but will repair special buildings
*Note: The
building time also determines the buildings repair time
- Recovering Shields "Shield Battery use" -
*Run a melee AI (doesn't have to be a protoss
one)
*Will use it on any unit with around 60% of its
shields and missing at least some HP (even 1 point)
*The computer will use it on hero units in the same
way but they don't have to be missing any HP but it seems
the 2nd time later in game that it has to have about 20% of
its shields or less
*Works even if the unit is
invincible
*Won't restore allies and shield recover doesn't work
on buildings anyway
*Note: You can make a shield
battery recover never stop trying to recover a unit if you
keep restoring the batteries energy and depleting the units
shields quickly by trigger (it also shows through cloaking)
This post has been
edited by (U)Bolt_Head on Apr 29 2004, 08:53 PM
*1: You must
give this unit to another player. If not, when it ends
its move order it become uncloaked. If it was
cloaked and its energy is 0 it become uncloaked. If
it was cloaked and you bring an arbiter, it gets energy.
When the arbiter goes to other place the unit loses
energy. If it was uncloaked, don't loses the
uncloaked button, but the button don't do nothing.
If it was uncloaked, and you bring an arbiter, it gets
energy. When the arbiter goes to other place it loses
the uncloak button but continues getting energy!!!
*2: When it moves, it don't shows the fire.
*3:
Sometimes crashes.
*4: Weird movement. When it
flyes to the bottom SC crashes. Sometimes is 100%
invisible and dont crashes SC.
*5: Don't get
energy.
*6: Nothing strange (like if it never was
disabled and enable).
*7: This addon crashes, but
you can remove that crash effect. For do that it must be
anexed to the main building. Then in the game and before
to see the addon, select the main building, lift it and
land in the same place again. After that you can see the
addon and SC don't crashes!!!
*8: This unit is
muted/warpped from the previous unit. Don't try to
disable-enable it in staredit!
*9: Two units are
created, one is cloaked, the other no.
*10: If
you build a building with this drone it will be cloaked
and its evolutions will be cloaked too (Spore and Sunken
Colonies, Greater Spire, Lair and Hive). Note: the
extractor don't become cloaked.
*11: This unit
when it is cloaked is extremely rare. Usually crashes
when the player does a certain action, like click,
select an unit, order to move or just move the mouse
pointer on a certain zone.
*12: Without pylon the
effect is the same that *6. With pylon it cloaks and
continue working if it losts it.
*13: Door opened
like using the normal trigger action.
*14: Trap
always opened. When it attacks it turns normal.
*15: Trap 50% opened. When it attacks it turns normal.
*16: Cloakeds. If a worker get it, it turns uncloaked
and, if the worker drop the powerup (the worker die or
the drone builds a building), it turns cloaked another
time.
*17: 100% invisible. The shade is
transforming. Hyperlinked. If you try to mine using the
hyperlink SC crashes.
*18: In the trigger, after
the second enable, you cannot use action ORDER or SC
will crash. It works if you use an AI for move it.
*19: Is 100% invisible an unatacable (when you are
attacking you cannot click on it). Hyperlinked. If you
use the hyperlink for attack it SC crashes. You
don't need the hyperlink for select it, just drag making
the green square. For move it use a shuttle.
*20:
It become cloaked but can enter another time into the
carrier (a carrier with one intercepter cloaked?!?!)
If I didn't
write the effect means that the unit cloaks but it acts
like the normal one.
Some units like the
hydralisk crashes sometimes (effect *3). I don't know
all the units that does this so if someone wants to
help...
Some other units can work, but rarely
does it. One example is the dropship. One time I saw a
dropship 100% cloaked and working, but how I said that
are rarely cases, so I think that is not useful enought
for add it here.
PLAYER COLOR LIST v1.01 By:
DrunkenWrestler <DrunkenWrestler@Yahoo.com> Thanks
to: `Fire` <tatcomonline@hotmail.com> and Kellimus
<atharianknight@yahoo.com>
-------------------------------------------------------------------------------------------
E-mail me or message me on Battle.net if you discover
anything new, or find errors. The list will display
speical effects, then the color number, then the leader
board color. Sorry for not writing unit colors, it is
too time consuming and unimportant. Please view this
with Microsoft Notepad.
-------------------------------------------------------------------------------------------
These colors were tested with Terran Science Facilites.
! means the units flash (type one). @ means the units
flash (type two). # means there is no leader board
color. $ means the color flashes on the minimap (type
one). % means the unit color is completely black (may
include other effects). ^ means the unit color is
completely white (may include other effects). & means
the color flashes on the minimap (type two).
0 - Red 1 - Blue 2 - Teal 3
- Purple 4 - Orange 5 - Brown
6 - White 7 - Yellow 8 - Green
9 - Yellow 10 - Peach 11 - Aqua !
12 - Red 13 - Red ! 14 - Red
15 - Red ! 16 - Dark red % 17 - Dark
red ! 18 - Dark red ! 19 - Black !
20 - Blue 21 - Blue % 22 - Blue
23 - Blue 24 - Dark blue ! 25 -
Dark blue ! 26 - Dark blue ! 27 - Black
! % 28 - Teal % 29 - Teal ! 30 - Teal
! 31 - Teal ! 32 - Dark teal 33 -
Dark teal 34 - Dark teal ! 35 - Very
dark teal ! 36 - Purple ! 37 - Purple
! 38 - Purple ! 39 - Purple @ 40 -
Dark purple ! 41 - Dark purple ! 42 -
Dark purple ! 43 - Brown ! 44 - Orange
! 45 - Orange 46 - Orange 47 -
Dark orange 48 - Darker orange ! 49 -
Very Dark orange 50 - Brownish orange
51 - Black 52 - Orange/brown ! 53 -
Orange/brown ! 54 - Orange/brown 55 -
Tan 56 - Tan ! 57 - Brown 58 -
Brown/red 59 - Very dark brown 60 -
White % 61 - White % 62 - White
63 - Grey/white @ 64 - Grey/white ! 65 -
Grey 66 - Dark grey ! 67 - Very dark
grey % 68 - Yellow @ 69 - Yellow !
70 - Yellow % 71 - Yellow/tan ! 72 - Tan
73 - Tan 74 - Brown 75 - Black
^ 76 - Green @ 77 - Green ! 78 -
Green @ 79 - Green ^ 80 - Dark green !
81 - Dark green 82 - Dark green !
83 - Very dark green 84 - Yellow ^ 85
- Yellow 86 - Yellow ! % 87 - Yellow/tan
! 88 - Tan ! 89 - Tan ! 90 - Brown
91 - Dark tan ! % 92 - Peach ! % 93 -
Peach @ 94 - Yellow/tan ! 95 - Yellow/tan
96 - Light brown ! 97 - Light brown !
98 - Brown 99 - Dark brown ^ 100 -
Cyan ! % 101 - Cyan 102 - Teal/cyan @
103 - Teal/cyan ^ 104 - Dark cyan !
105 - Dark cyan ! 106 - Darker cyan ! %
107 - Very dark blue 108 - Light blue !
109 - Grey ! 110 - Brown ! # 111 - None
112 - Dark peach ! 113 - Tan ! 114
- Peach ! 115 - Red 116 - Very dark
blue ! 117 - Dark blue ! 118 - Dark blue
119 - Blue 120 - Black 121 -
Black 122 - Grey ! # 123 - None @
124 - Very dark green $ 125 - Dependant on
tileset 126 - Green ! $ 127 - Dependant
on tileset ! $ 128 - Dependant on tileset #
129 - None # 130 - None ! # 131 - None
# 132 - None ! # 133 - None # ^ 134 -
None ! # 135 - None ! 136 - White #
137 - None # 138 - None @# 139 - None
140 - Very Dark Brown ! # 141 - None !
142 - Tan $ 143 - Dependant on tileset ! #
144 - None ! % 145 - None # % 146 - None
! # 147 - None # 148 - None ! # 149 -
None # 150 - None # % 151 - None #
152 - None ! # 153 - None @# 154 - None
@# 155 - None
156 - Blue !@ $ 157 - Dependant on
tileset 158 - Peach ! 159 - Grey
% 160 - Blue ! 161 - None ! 162 -
Peach ! $ 163 - Dependant on tileset ! % 164
- Purple 165 - Grey ! 166 - Dependant
on tileset ! 167 - Grey @ $ 168 - Dark
orange $ 169 - Dependant on tileset 170
- Black $ 171 - Dependant on tileset % 172
- White % 173 - Grey % 174 - Dark grey
! 175 - Dark blue ! % 176 - Black ! $%
177 - Dependant on tileset # 178 - None @#
179 - None 180 - Orange 181 - Red
182 - Tan ! # 183 - None !@ 184 -
Dark brown ! 185 - Peach 186 - Grey
# % 187 - None 188 - Black # 189 -
None ! # 190 - None ! # 191 - None #
192 - None # 193 - None ! # % 194 - None
# 195 - None ! % 196 - White # % 197 -
None # % 198 - None ! # % 199 - None %
200 - White ! 201 - White 202 - White
! 203 - White ! 204 - White ! 205 -
White ! # 206 - None ! # 207 - None ! $
208 - Dependant on tileset ! # 209 - None ! #
210 - None # 211 - None ! 212 - Peach
! # 213 - Dependant on tileset ! # 214 -
Dependant on tileset 215 - None % 216 -
None % 217 - None % 218 - Grey # %
219 - Dependant on tileset % 220 - Red ! %
221 - Brown 222 - Brown 223 - Dark
blue # 224 - None 225 - Grey
&226 - Dependant on tileset % 227 - Light blue
# % 228 - None 229 - Brown ! &230 -
Dependant on tileset ! 231 - Light blue !
232 - Brown/orange ! # 233 - None ! # % 234 -
None ! # % 235 - None $ 236 - Dependant on
tileset ! # 237 - None ! # % 238 - None ! #
% 239 - None # % 240 - None ! # % 241 - None
# % 242 - None # % 243 - None # % 244 - None
# 245 - None # 246 - None # 247 - None
248 - Dark brown # 249 - None # 250
- None # 251 - None 252 - Black
&253 - Dependant on tileset 254 - Brown #
255 - None
-------------------------------------------------------------------------------------------
Terrain Notes
- In badlands, units that flash
type one, flash shades of blue. Units that flash type
two, flash from blue to brown. In the minimap, colors
that flash type one, flash shades of blue, colors
that flash type two, flash blue to brown.
- In
space, units that flash type one or type two will not
flash at all. Minimap colors that flash type one
or type two will not flash and will just be blue. Units
that have black in thier color will be "transparent".
You can not see the tile below them, but you will
see the stars on them.
- In installation, units
that flash type one or type two will not flash at all.
Minimap colors that flash type one or type two will
not flash and will just be blue.
- In ashworld,
units that flash type one or type two will flash shades
of orange and then grey for a few miliseconds. In
the minimap, colors that flash type one, flash
shades of orange and then grey for a few miliseconds.
Minimap colors that flash type two will not flash
and will just be blue.
- In jungle, units that
flash type one, flash shades of blue. Units that flash
type two, flash from blue to brown. In the
minimap, colors that flash type one, flash shades
of blue, colors that flash type two, flash blue to
brown.
- In desert, units that flash type one or
type two will flash shades of black, brown and
grey. Type two is brighter and does quicker
repititions. In the minimap, colors that flash
type one or type two will flash shades of black, brown,
and grey. Type two is brighter and does quicker
repititions.
- In ice, units that flash type one
or type two will flash shades of grey. Type two is
brighter and does quicker repititions. In the minimap,
colors that flash type one or type two will flash
shades of grey. Type two is brighter and does quicker
repititions.
- In twilight, units that flash
type one or type two will flash shades of grey. Type
two is brighter and does quicker repititions. In the
minimap, colors that flash type one or type two
will flash shades of grey. Type two is brighter and
does quicker repititions.
-------------------------------------------------------------------------------------------
Additional Notes
- Leader board color and
diplomacy color are congruent. If there is no color on
the leader board, the mini map color will be black.
- Unit colors are the same for each tileset. However,
if a unit has an area that flashes, the color of
that area will depend on the tileset the unit is in.
Minimap colors are also the same for each tileset,
but colors of flashing colors will depend on the
tileset.
- If a player is using a color other
than one though eleven, the victory or defeat
splash screen may display yellow stars, or yellow skulls
instead of solid bars when counting the score. It
may also display sections of the bar, or pictures of the
race the player is using that is displayed below
thier name.
- Buildings owned by player 255 will
not display in the mini map if you have vison in that
region. But when the area is explored and you don't
have vison on that area, they will flash type one.
Players 65 and 68 did not have this same effect, so I
don't know which players do this and which don't.
- The first 107 colors have a pattern on the mini map
color. After color eleven, the next eight colors
are shades of red begining from lightest to darkest.
The next eight colors are shades of blue begining
from lightest to darkest. The next eight colors
are shades of teal, again, begining from lightest to
darkest. This complies with the default order of
player colors (including players nine through twelve).
- A portrait of a flag has twelve "default" portriats.
The portrait of the flag depends on which player
owns it. Assuming the colors are default, player one
will have a portrait of a red flag, player two will
have a portrait of a blue flag, and player three
will have a portrait of a teal flag. By changing the
color of a player, you can change the portrait of
his flag. After color eleven, flag portraits begin
to have portriats of other units. I don't know what the
order of flag portraits are. It does not comply
with the order of units.
Kill Point Values
Terran Men
Zerg Men
Protoss Men
Marine
100
Ghost
350
Vulture
150
Goliath
400
Siege Tank
700
SCV
100
Firebat
200
Medic
250
Wraith
800
Science Vessel
1250
Dropship
600
Battlecruiser
2400
Valkyrie
800
Gui Montag (Firebat)
400
Civilian
10
Sarah Kerrigan (Ghost)
700
Alan Schezar (Goliath)
800
Jim Raynor (Vulture)
300
Jim Raynor (Marine)
200
Tom Kazansky (Wraith)
1600
Magellan (Science Vessel)
2500
Edmund Duke (Siege Tank)
1400
Arcturus Mengsk (Battlecruiser)
4800
Hyperion (Battlecruiser)
4800
Norad II (Battlecruiser)
4800
Samir Duran (Ghost)
700
Alexei Stukov (Ghost)
700
Gerard DuGalle (Battlecruiser)
4800
Zergling
50
Hydralisk
350
Ultralisk
1300
Broodling
25
Drone
100
Defiler
450
Infested Terran
400
Lurker
500
Overlord
200
Mutalisk
600
Guardian
1100
Queen
800
Scourge
200
Devourer
1100
Torrasque (Ultralisk)
2600
Matriarch (Queen)
1600
Infested Kerrigan (Infested Terran)
4000
Unclean One (Defiler)
900
Hunter Killer (Hydralisk)
500
Devouring One (Zergling)
100
Kukulza (Mutalisk)
1200
Kukulza (Guardian)
2200
Yggdrasill (Overlord)
400
Infested Duran
700
Dark Templar
650
Dark Archon
1300
Probe
100
Zealot
200
Dragoon
500
High Templar
700
Archon
1400
Reaver
800
Corsair
700
Shuttle
400
Scout
1300
Arbiter
2050
Carrier
1900
Observer
450
Dark Templar (Hero)
400
Zeratul (Dark Templar)
800
Tassadar/Zeratul (Archon)
2800
Fenix (Zealot)
400
Fenix (Dragoon)
1000
Tassadar (Templar)
1400
Mojo (Scout)
2600
Warbringer (Reaver)
1600
Gantrithor (Carrier)
3800
Danimoth (Arbiter)
4100
Aldaris (Templar)
1400
Artanis (Scout)
2400
Raszagal (Dark Templar)
1300
Terran Special
Zerg Special
Protoss Special
Spider Mine
25
Larva
10
Egg
25
Cocoon
10
N/A
Terran Buildings
Zerg Buildings
Protoss Buildings
Command Center
1200
Supply Depot
150
Refinery
150
Barracks
225
Academy
300
Factory
600
Starport
600
Science Facility
825
Engineering Bay
195
Armory
300
Missile Turret
150
Bunker
150
Comsat Station
225
Nuclear Silo
225
Control Tower
300
Covert Ops
225
Physics Lab
225
Machine Shop
225
Infested Command Center
900
Hatchery
900
Lair
1200
Hive
1500
Nydus Canal
225
Hydralisk Den
300
Defiler Mound
450
Greater Spire
1350
Queen's Nest
525
Evolution Chamber
120
Ultralisk Cavern
825
Spire
750
Spawning Pool
225
Creep Colony
120
Spore Colony
195
Sunken Colony
240
Extractor
75
Nexus
1200
Robotics Facility
900
Pylon
150
Assimilator
150
Observatory
525
Gateway
225
Photon Cannon
300
Citadel of Adun
600
Cybernetics Core
300
Templar Archives
750
Forge
300
Stargate
900
Fleet Beacon
1050
Arbiter Tribunal
1350
Robotics Support Bay
375
Shield Battery
150
Terran Special Buildings
Zerg Special Buildings
Protoss Special Buildings
Norad II (Crashed Battlecruiser)
5000
Ion Cannon
5000
Psi Disruptor
3600
Power Generator
600
Norad II (Crashed Battlecruiser)
5000
Overmind (With Shell)
10000
Overmind
10000
Mature Crysalis
5000
Cerebrate
2500
Cerebrate Daggoth
2500
Overmind Cocoon
4000
Norad II (Crashed Battlecruiser)
5000
Stasis Cell/Prison
5000
Protoss Temple
5000
Xel'Naga Temple
5000
Warp Gate
2000
Independant
Critters Buildings
Independant Starport
10
Rhynadon (Badlands)
10
Bengalaas (Jungle)
10
Scantid (Desert)
10
Kakaru (Twilight)
10
Ragnasaur (Ash World)
10
Ursadon (Ice World)
10
Dark Swarm Firing System
By: Tuxedo-Templar
Despite what many people think,
it's actually a lot more complex than it seems to be...
unless you only intend to use it for one player. The real
trick is how to handle shot conflicts, as there is no way to
tell who casts a dark swarm in the game except by who is
closest to it. Anyway, here's how to accomplish the basic
trick:
Conditions- - All players brings at
least 1 dark swarm to location Anywhere. - "Firing Event"
is cleared. Actions- - Move location Shot on
dark swarm at location Anywhere. - Remove 1 dark swarm at
location Shot for All players. - Set switch "Firing
Event". - Preserve trigger.
From there, you can
implement whatever you want to happen when the "Firing
Event" switch is set (making exploders, hurting/killing
units, giving units to player, moving units, center view,
play a sound, etc.) I'll leave that part up to your
creativity.
Anyway, to have this work for multiplay
players, you'll need to replace the "Firing Event" switch
with either a death counter (so it can activate for each
player indivually and seperately), or else a seperate firing
switch for each player. Whichever you prefer.
As for
the shot conflict, there are a few methods for handling
this. What you'll want to do is to have a large location for
each player to encompass the maximum firing range of a dark
swarm (18x18 grid squares, if I remember correctly), and
then to activate the "Firing Event" only for the player who
has the dark swarm inside their location. Alternatively, you
could center just a single encompassing location on any dark
swarms in the Anywhere location, and check which players are
within that location, then activate the shot for that
player(s).
The problem now is when shots occur close
to other players, as there won't be any way to distinguish
between which player cast the dark swarm.
One solution is to simply disable dark swarms cast next
to more than one players altogether, as I've done in my
Trigger Happy D map. However, as you may have noted from
playing the map, this can get frusterating when players are
ignorant of this rule, or else in a hurry to make a shot.
Another solution is to register the shot for the first
player whose triggers catch the dark swarm, which could be
problematic for one player shooting into another's zone and
having all the shots register for that player.
Another solution still would be to register the shot for
both players, which can still be problematic but it will at
least guarantee that whoever makes the shot actually gets
it.
Finally, you could avoid the situation altogether by
preventing players from getting close enough to fire within
their zones, either by physically preventing them from with
terrain blockers, barriers, or boundary locations, or else
relocating the players to their starting positions if
detected within each others' zones (or else relocate only if
shots are detected in their shared zones, maybe after a
certain limit, so players who abuse the no-shot rule
frequently will be moved before those who don't.)
Trigger Actions List
CENTER VIEW: Set's view of a certain player on a location
COMMENT: Put a caption with your map. CREATE UNITS:
Creates a number of certain units. CREATE UNITS WITH
PROPERTIES: Create a certain unit with a certain setting,
such as invincible, or hullucinated. DEFEAT: End the
game. DISPLAY TEXT MESSAGE: Show a message for all
players or just one certain player. DRAW: End the game as
a draw. GIVE UNITS TO PLAYER: Give a certain amount of
units that belong to another player to a choosen player.
KILL UNITS: Destroy a player's units. KILL UNITS AT
LOCATION: Destroys all units at a certain location.
LEADER BOARD[CONTROL AT LOCATION]: Shows high scores for
units at a certain location. LEADER BOARD[CONTROL]: Shows
high score for the most units. LEADER BOARD[GREED]: Shows
high score most ore and gas. LEADER BOARD[KILLS]: Shows
high score for the most kills. LEADER BOARD[POINTS]:
Shows high score for the most points. LEADER
BOARD[RESOURCES]: Shows high score for the most ore or gas.
LEADER BOARD GOAL[CONTROL AT LOCATION]: Shows player closest
to control of X number of units at a location. LEADER
BOARD GOAL[CONTROL]: Shows player closest to control of a
certain number of a unit. LEADER BOARD GOAL[KILLS]: Shows
player closest to a certain number of kills to a certain
unit. LEADER BOARD GOAL[POINTS]: Shows player closest to
a number of points. LEADER BOARD GOAL[RESOURCES]: Shows
player closest to having a certain number of a resource.
LEADER BOARD COMPUTER PLAYERS: Allows you to set if you want
computer players to show up in the high score. MINIMAP
PING: Shows the minimap ping for a player at a location.
MODIFY UNIT ENERGY: Changes the amount of energy on a
certain number of units at a specific location to a set
number. MODIFY UNIT HANGAR COUNT: Adds/Deletes units such
as Scarabs or Intercepters from Reavers and Carriers.
MODIFY UNIT HIT POINTS: Allows you to change Unit health.
MODIFY UNIT RESOURCE AMOUNT: Lets you add more to your
player's resource when they reach a certain location.
MODIFY UNIT SHIELD POINTS: Allows you to change a unit's
shield percentage when they reach a certain location.
MOVE LOCATION: Moves a location to somewhere else. MOVE
UNITS: Instantly sends units at a certain location to move
to another location. MUTE UNIT SPEECH: Turns off those
annoying little sounds that units say when you click on
them. ORDER: Tells certain units at a location to move to
another location. PAUSE GAME: Pauses the game. PAUSE
TIMER: Stops the pause timer. PLAY WAV: Plays a sound.
PRESERVE TRIGGER: Sets a trigger to be used again. REMOVE
UNIT: Removes all of a certain unit from a player. REMOVE
UNIT AT LOCATION: Removes units that enter a certain
location. RUN AI SCRIPT: Tells a computer player to do an
action. RUN AI SCRIPT AT LOCATION: Tells a computer
player to do an action when a unit reaches a certain
location. SET ALLIANCE STATUS: Sets players to be enemy,
neutral, or allies. SET COUNTDOWN TIMER: Starts a clock
that slowly counts down. SET DEATHS: Adds or subtracts
death count for a player. SET DOODAD STATE:
Allows/Disables doodads for a players units at a location.
SET INVICIBILTY: Allows/Disables invicibilty for a unit at a
location. SET MISSION OBJECTIVES: Sets mission
objectives. SET NEXT SCENARIO: Loads a new map after
completing the first one. SET RESOURCES: Adds/Subtracts a
certain resource for/from a player. SET SCORE: Changes a
player's score to a certain amount of points. SET SWITCH:
Enables/Disables triggers. TALKING PORTRAIT: Displays a
talking picture for a certain amount of time.
TRANSMISSION: Make units talk in a in-game movie/briefing.
UNMUTE UNIT SPEECH: Turn on the little captions the units
say when you click on them. UNPAUSE GAME: Unpauses the
game. VICTORY: End the game. WAIT: Wait an amount of
time before the next trigger happens.
Money for Kills
Taken From: Campaign Creations RESOURCES FOR KILLS The
question: Is it possible to have a player receive a specific
amount of minerals/gas for each specific kill he or she
gets? The answer: Yes, of course. Frankly, the reason why so
many people don't seem to know this simple method yet
eclipses me. The very fact is: everyone knows that you have
a specific calculation of the "points" you get from each
kill with the Kills Score. Yet, everyone seems to forget
about that, and goes through all these strange methods
involving hundreds of redundant unit-to-unit triggers that
don't even work in all cases. Why? I dunno. But here is the
easy way to do it:
The idea is to utilize the Kills
Score (what we all know and love =) and transfer it directly
to the minerals/gas "score." Here is the base trigger:
Owner: - Player 1 Conditions: - Current playerKills
score is at least 1. Actions: - Modify score for
Current player: Subtract1Kills. - Modify resources for
Current player: Add1Ore. - Preserve trigger.
That
little trigger will do the trick. It's rather elementary:
for every 1 Kill point, the player will get 1 mineral.
Because it is continuous (preserved), it will keep doing
this until all the Kill points are turned into minerals.
Simple as that. However, while this single trigger will
function correctly and without exception, it will work very,
very slowly since Starcraft only checks triggers every 2
seconds. That means it will transfer 1000 Kill points into
1000 minerals, but at the rate of 1 mineral every 2 seconds.
Probably not what you desired.
But, expanding this
simple trigger idea just a little and we can make the
transfer occur in no time. First, instead of the trigger
above, make the following:
Owner: - Player 1
Conditions: - Current playerKills score is exactly 1.
Actions: - Modify score for Current player:
Subtract1Kills. - Modify resources for Current player:
Add1Ore. - Preserve trigger.
Then make:
Owner: - Player 1 Conditions: - Current playerKills
score is at least 2. - Current playerKills score is at
most 3. Actions: - Modify score for Current player:
Subtract2Kills. - Modify resources for Current player:
Add2Ore. - Preserve trigger.
Now, follow this
pattern…
Owner: - Player 1 Conditions: -
Current playerKills score is at least X. - Current
playerKills score is at most Y. Actions: - Modify
score for Current player: SubtractXKills. - Modify
resources for Current player: AddXOre. - Preserve
trigger.
… for X-Y combinations of 4-7, 8-15, 16-31,
32-63, 64-127, 128-255, 256-511, and 512-1023. And lastly
make this trigger:
Owner: - Player 1
Conditions: - Current playerKills score is at least 1024.
Actions: - Modify score for Current player:
Subtract1024Kills. - Modify resources for Current player:
Add1024Ore. - Preserve trigger.
This is a
grand total of 11 triggers -- and that's all you'll need. If
you don't already see where these triggers are going, let me
explain. They are all essentially the same as the base
trigger at the top, but split up the job of transferring the
Kill points to minerals. For example, let's say a player has
1987 Kill points at one instant. Then:
First, the 1024
trigger initiates, subtracting 1024 Kills and leaving 963.
Now, the 512-1023
trigger initiates, subtracting 512 and leaving 451.
Next, the 256-551
trigger initiates, subtracting 256 and leaving 195.
Then, the 128-255
trigger initiates, subtracting 128 and leaving 67.
Now, the 64-127
trigger initiates, subtracting 64 and leaving 3.
Next, the 2-3
trigger initiates, subtracting 2 and leaving 1.
Finally, the 1
trigger initiates and transfers the last 1.
Because they are all separate
triggers, they can all initiate at the same time, and thus
our 1987 Kill points are turned into 1987 minerals
instantly. (It may be proper to make the triggers backwards
-- starting with 1024 and working your way to 1 -- since
Starcraft likes to check triggers in order and you want the
"larger" ones to initiate first) This system is elegantly
simple, and yet, very effective.
Now that you
understand what is going on, you may be asking, "But what if
the player has more than 1024 Kill points -- like 50,000?
Won't the 1024 trigger have to initiate more than once?"
Well, yes, it does. However, there are two major reasons why
you don't need to make triggers for scores above 1024. First
of all, it is very unlikely that a player will accumulate
something like 50,000 points in two seconds (the time
between trigger checks and activation). Second, the mineral
count takes about 2 seconds to go up 1000 points any ways,
so the flow of incoming minerals would appear smooth even if
it had to initiate the 1024 trigger multiple times.
If you wish to include Razing points, just use the Kills and
Razings Score instead. And of course you realize that the
owners of these triggers can be altered to suit your needs.
=) Hope that helps.
Counter Arithmetic
By: Tuxedo-Templar
In a nutshell, doing math in
Starcraft. Sure, you can add, subtract, or set counters by
fixed amounts, but you can't really take two counters and
directly add, subtract, multiply, or divide them together,
but nevertheless, it IS possible (though the latter two
operations could potentially take awhile to perform). I
refer you to my Binary Calculator map for the exact triggers
(see link in sig).
Anyway, lets start off easy:
Addition. If you wanted to, say, add Minerals and Gas and
store the result in the Custom score, all you need to do is
use two Binary Countoffs for minerals and gas, seperately,
and append each countoff amount to the custom score until
both gas and minerals equal 0, and you're done! It should be
instantaneous if you set your Binary Countoff powers of 2
large enough.
Subtraction is almost the same thing,
except it's only one Binary Countoff for the gas subtracting
each countoff amount from the minerals. If you want to store
the result in the Custom score, then simply use another
Binary Countoff for minerals when the gas hits 0 and add
each countoff amount to that custom score.
Now the
fun part: Multiplication. First of all, you'll need another
counter (most likely an unused unit's death counter, like a
unit that will crash the game or something else that you
wouldn't expect to have a functional role in your map).
First, check if either of gas or minerals are 0 before you
start. That will save a lot of trouble to determine you
can't multiply in the first place.
Assuming they are
not, then for each mineral, use a Binary Countoff on the gas
and add each countoff amount into both the Custom score
(result counter) and the unused backup counter I mentioned
before (both in the same trigger). Once the gas reaches 0,
then you'll need to use another Binary Countoff on the
backup counter to restore the amount that was in the gas
previously, and then subtract 1 from the minerals. Repeat
these two countoff steps and the mineral subtract until the
minerals are 0, and then you should have your answer! Note
that you might want to check for which of the two are
smaller before you start, in addition to checking for 0, as
you could significantly reduce the time involved in
multiplying large numbers if you do the 1 subtract from the
smaller one.
Division. This is similar to
multiplication in that you'll need a backup counter, and
should actually go quicker depending on what numbers you use
(the closer the denominator number is to the numerator, the
quicker it will go). Using a single Binary Countoff for both
the gas and minerals at once (right hand and left hand
sides, in this case. AKA the denominator and numerator),
subtract the current cutoff amount from both the gas and
minerals, add the countoff amount into the backup counter,
and add 1 to the Custom score (be sure to check both sides
are within each countoff trigger's power range).
Once
the gas is 0, restore it back to its previous number from
the backup counter (same as with multiplication), and repeat
the countoff + backup restore until the minerals are less
than the gas, at which point you're done.
So
there you have it! For long multiplication or divisions,
hyper triggers would be all but essential, lest it take
hours. To make both multiplication and divide go faster, you
could duplicate the Countoff + Restore triggers dozens, or
even hundreds of times, so that you get that many countoffs
+ restores per each trigger activation stage instead of only
one (each trigger activation stage is exactly 1 second [2
seconds on countdown timer in a fastest game], and 1/12 a
second with hyper triggers).
Upgrading Unit's life over its
max
By Clokr:
Abreviations: HP1=
Custom Hit Points (Sets in the scenario, standar staredit HP
value) SHP = Standar Hit Points (Sets in the SC data
files) HP2= Secret HP field that StarForge shows.
Method 1: Unit life:HP1 [HP2<>0 -> +1] / HP1 Seems hard, right? Well it's just that if
the HP2 (the secret SF HP box) is set to non zero value it
pluses 1 to the life.
Example1: HP1= 120 HP2= 0 Life = 120/120
Example2: HP1=
120 HP2= 1
Life = 121/120
Example3: HP1 =
120 HP2= 255 Life = 121/120
Example4: HP1 = 0
HP2= 1 Life = 1/1 (one
hit kills)
Example5: HP1 =
-1 HP2= 1 Life =0/-1 (one
hit kills)
Example6: HP1 =
-50 HP2 = 1 Life = -49/-50 (one
hit kills)
Method 2: Sprite-unit life:SHP/
HP1 A sprite-unit is a sprite placed as a
unit.
Example1: HP1 =
20 SHP = 200 (overlord) Life = 200/This post has been
edited by (U)Bolt_Head on Apr 29 2004, 08:55 PM
Making units
health glow ACCURATE INSTRUCTIONS AND LIST
Units and Buildings Go and edit a unit's hp.
There are 2 boxes. Put "1" in the smaller box, and a certain
number in the bigger box. This gives it a certain effect.
LIST
UNIT NAME
EFFECT
BIGGER BOX
Zerg Zergling
Dark Glow
1-5
Zerg Hatchery
Dark Glow
1-5
Zerg Lair
Dark Glow
1-5
Zerg Hive
Dark Glow
1-5
Zerg Nydus Canal
Dark Glow
1-5
Zerg Hydralisk Den
Dark Glow
1-5
Zerg Defiler Mound
Dark Glow
1-5
Zerg Greater Spire
Dark Glow
1-5
Zerg Queen's Nest
Dark Glow
1-5
Zerg Evolution Chamber
Dark Glow
1-5
Zerg Ultralisk Cavern
Dark Glow
1-5
Zerg Spire
Dark Glow
1-5
Zerg Spawning Pool
Dark Glow
1-5
Zerg Creep Colony
Dark Glow
1-5
Zerg Spore Colony
Dark Glow
1-5
Zerg Sunken Colony
Dark Glow
1-5
Zerg Extractor
Dark Glow
1-5
Infested Command Center
Dark Glow
1-5
I would prefer that someone else continue
the list since I won't be doing it.
The map in the attachment covers:
Crazy Lurker
Controling Scarabs Preplaceing Burrowed Units Hyper
Triggers Slowing Down Units Crazy Turret Trick
Crazy Terran Marine Disabling Units Sprites Add-ons
work without base building Cloak Units Half built
terran buildings SCV mines without minerals and units do
a little dance
Settings Unit Hangars Making units health glow Fast
Upgrades
~I WILL ADD MORE IN THE ONE MAP LATER ON
This post has been edited by
Ğeathknight on Apr 27 2004, 05:02 PM
Deleted Half Built Terran Buildings and SCV Mines
without minerals and units do a little dance. Replaced with
Advanced Sprite Properties 4-20-04
Thanks to Ğeathknight
My browser never had
difficulty loading any of the tutorials at all! Wouldn't
it be useful to put these all into the Tutorial Database
soon, and catagorise them all and organise and spell check
thoroughly soon?
How do you do
the Crazy Marine trick, the one in DK's map?
And
you've got major spelling issues... "Invisable Bunkers
Tutorial"? "Sqaure Tiles"? "Placeing Doodads Anywhere"?
"Stoping a Unit from leaveing a location"? "Dark Swarm
Fireing System"? "Stoping a Unit from leaveing a location"?
"Upgradeing Unit's life over it's max"?
And 1300 veiws finnaly some
one says "hey bolt your a dumb ass fix your spelling" How
come you didn't say something sooner. (oh yeah i didn't
write most of the material so thats not my spelling to worry
about) feel free to tell me of all spelling errors you see.
There i fixed those spelling errors. Go ahead and tell me of
every spelling error you see. (go ahead and tell corrections
too).
This post has been edited by
(U)Bolt_Head on Apr 29 2004, 08:57 PM
Oh and you could add SCMIE
to map making utilities (under development) =P
This post has been edited by Clokr_ on Apr
30 2004, 04:41 PM
--------------------
_______________ G T C A A G T C \_________________________ C A G U···/¯¯¯¯\ A G T C G A G A T C A G T A ··············\____/ T C A G C T C T A G T C A T C A G T T C
A G /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Edit: Alright Clokr_ as you can
see i still need to edit that section.
Anyways if you
guys want to assist me come up with a list of common
questions and the Topic name that relates to that. I'm going
to include a faq as a second table of contents.
This post has been edited by (U)Bolt_Head on
Apr 30 2004, 07:48 PM
1. Q: How do I burrow a
tank/zealot/any unit? A: You can't. There were maps made
for it, and you actually believed what was on it. I could
have made a map giving you 'fake' hints on "TURN A ZERGLING
INTO A BATTLECRUISER!". Oh and don't believe that either. If
you really though that there was a such thing, that's pretty
sad.
~I hate it when people say they have done it, or
even ask on how to do it.
2. Q: Could I change some
unit abilities? Or reset or modify them in any way? A:
No. The only way you can modify them is giving them 0-255
upgrades, removing them from the map, making it already
researched, or having it start off with a certain number.
Bleh can't think of much else right now.
This post has been edited by
Ğeathknight on Apr 30 2004, 09:37 PM
Actually i was refering to
things already in the database. But something that a newb
might not reconize for example. Although we do need to add
some things that address many of those questions. And other
ones like "how do you make random things"
How do i
make a 0 clutter map? And the question would link you to the
"Stacking" section.
Or
How do I make triggers
preserve instantly? (Hyper Triggers)
How do I do i
stop black sheep wall and map hackers? (Anti-Hacking) &
(Stopping Cheats in single player using triggers)
How
do you do instant Ups? (Fast Upgrades)
This post has been edited by (U)Bolt_Head on
Apr 30 2004, 10:47 PM
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