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> MapMaking Tricks and Help Archive, 61 Topics
(U)Bolt_Head
Posted: Apr 18 2004, 12:15 AM
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Map Tricks Archive

Note: Most of the material here comes from a post by Dawg116 at http://www.blizzforums.com/showthread.php?t=38760&page=1



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.

E-mail me at dawg1160@hotmail.com

If you want to add a trick tell me and I will add you to the credits.



Table of Contents
Map Making Tools
Advanced
Reference Lists



Credits

[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.

Editing Log

View the Editing Log.

This post has been edited by (U)Bolt_Head on Apr 29 2004, 09:01 PM
(U)Bolt_Head
Posted: Apr 18 2004, 12:40 AM
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Making Resources Close to Start Location

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 Isom is too outdated don’t use it.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"


Pylonless Buildings

Simply Enable the doodad state for that building. Here is an example
http://www.geocities.com/stealthydeath24/nopylon.htm


Map Unprotection

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
(U)Bolt_Head
Posted: Apr 18 2004, 12:21 PM
Expert - Mapmaker
Level 3 - Elite
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 Triple Tetris Champion!





Disable-Enable List

By: Clokr_

CODE
|||||||||||||||||||||||||| *NEW* DISABLE-ENABLE LIST|||||||||||||||||||||||||||||

TERRAN:


-Marine

-SCV (*2)

-Ghost (*1)

-Firebat

-BattleCruiser (*4 & *5)

-Gui Montag [Firebat]

-Sara Kerrigan [Ghost]  (*1)

-Jim Raynor [Marine]

-Acturus Mengsk [BattleCruiser] (*4 & *5)

-Hyperion [BattleCruiser]  (*4 & *5)

-Norad II [BattleCruiser]  (*4 & *5)

-Samir Duran [Ghost] (*1)

-Gerard DuGalle [BattleCruiser] (*4 & *5)

-Vulture Spider Mine (*6)

-Terran Beacon

-Terran Flag Beacon

-Floor Hatch

-Scanner Sweep (*6)

-Nuclear Missile (*18)

-Physics Lab (*7)



ZERG:


-Zerling

-Larva (*3)
|-Egg (*8)
  |-Drone (*10)
  |-Zerling (*8 & *9)
  |-Overlord (*8)
  |-Hydralisk (*8 & *3)
  | |-Lurker Egg (*8)
  |   |-Lurker (*8)
  |-Ultralisk (*8)
  |-Defiler (*8 & *5)
  |-Mutalisk (*8)
  | |-Cocoon (*8)
  |   |-Guardian (*8)
  |   |-Devourer (*8)
  |-Scourge (*8 & *9)
  |-Queen (*8 & *9)

-Hydralisk (*3)
|-Lurker Egg (*8)
  |-Lurker (*8)

-Drone (*10)

-Defiler (*5)

-Infested Terran

-Mutalisk
|-Cocoon (*8)
  |-Guardian (*8)
  |-Devourer (*8)

-Guardian

-Scourge

-Queen (*5)

-Matriarch [Queen] (*5)

-Unclean One [Defiler] (*5)

-Hunter Killer [Hydralisk]

-Devourer One [Zerling]

-Kukulza [Mutalisk]

-Kukulza [Guardian]

-Infested Duran [] (*1)

-Zerg Beacon

-Zerg Flag Beacon

-Dark Swam (*6)

-Overmind Cocoon (*11)



PROTOSS:


-Dark Templar (*6)

-Zealot (*19)

-Dragoon

-High Templar
|-Archon (*8)

-Dark Templar [Hero] (*6)

-Zeratul [Dark Templar] (*6)

-Fenix [Zealot] (*19)

-Fenix [Dragoon]

-Tassadar [Hight Templar]

-Aldaris [Hight Templar]

-Intercepter (*20)

-Protoss Beacon

-Protoss Flag Beacon

-Disruption Web (*6)

-Robotics Facility (*12)

-Assimilator

-Observatory (*12)

-Gateway (*12)

-Photon Cannon (*12)

-Citadel of Adun (*12)

-Cybernetics Core (*12)

-Templars Archives (*12)

-Forge (*12)

-Stargate (*12)

-Fleet Beacon (*12)

-Arbiter Tribunal (*12)

-Robotics Support Bay (*12)

-Shield Battery (*12 & *5)

-Xel'Naga Temple (*11)



NEUTRAL:


Miscellaneous:
-Map Releaver (*6)

-Start Location (*6)

-Flag (*6)


Doors:
-Left Upper Level Door (*13)

-Right Upper Level Door (*13)

-Left Pit Door (*13)

-Right Pit Door (*13)

Traps:
-Floor missile trap (*6)

-Floor gun trap (*14)

-Left Wall Missile Trap (*15)

-Right Wall Missile Trap (*15)

-Left Wall Flame Trap (*14)

-Right Wall Flame Trap (*14)


Powerups: (*16)
-Uraj Crystal

-Khlis Crystal

-Khaydarin Crystal

-Youg Chrysalis

-Psi Emiter

-Data Disk


X-tra Powerups: (*16)
-Mineral Chuck Type 1

-Mineral Chuck Type 2

-Vespene Orb Type 1

-Vespene Orb Type 2

-Vespene Sac Type 1

-Vespene Sac Type 2

-Vespene Tank Type 1

-Vespene Tank Type 2


Critters:
-Ursadon [Ice World]


Resources:
-Mineral Field [Type 1] (*17)

-Mineral Field [Type 2] (*17)



||||||||||||||||||||||||| EFFECTS |||||||||||||||||||||||||||||


*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?!?!)



||||||||||||||||||||||||| NOTES |||||||||||||||||||||||||||||


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.





Glitches and Tricks

View the Glitches and Tricks List By: Ğeathknight


Player Colors List

Here is the full list by: DrunkenWrestler
CODE

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
(U)Bolt_Head
Posted: Apr 18 2004, 01:23 PM
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Ğeathknight
Posted: Apr 18 2004, 02:15 PM
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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

Attached File map_thingys.zip
Size: 25.94K
Number of downloads: 9 Times(s)
Last accessed: May 4 2004, 08:29 PM
Last Updated: Apr 19 2004, 09:40 PM


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(U)Bolt_Head
Posted: Apr 18 2004, 04:34 PM
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Editing Log



This post has been edited by (U)Bolt_Head on Apr 27 2004, 08:58 PM
Coko
Posted: Apr 27 2004, 12:19 PM
CokoCan-CokoCant
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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?


--------------------
QUOTE
Opening in the Fall of 2004
Or Whenever#!
Coko - Home of the Monkey and Mates

" Whatever "

What...No...I'm not nicking this Avatar off someone else! What gave you that idea.
(U)Bolt_Head
Posted: Apr 27 2004, 12:33 PM
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If you post here Your reply will most likely be deleted. But Feel Free to make comments or suggestions on how to improve the archive.

I'm not going to do it. Im satisfied with where they are now.

This post has been edited by (U)Bolt_Head on Apr 27 2004, 08:57 PM
Posted: Apr 29 2004, 03:31 PM
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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 I only went through the titles alone. tongue.gif


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» The Moose is Loose «
(U)Bolt_Head
Posted: Apr 29 2004, 08:41 PM
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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
Clokr_
Posted: Apr 30 2004, 04:36 PM
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do the same with my articles, please.

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


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### = Desoxirribose
### = 5' - 3' DNA
### = 3' - 5' DNA
### = girase / polymerase
### = mRNA

Do you like DNA? :P
Dawg[AA]
Posted: Apr 30 2004, 05:25 PM
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Once again i apoligize for my bad spelling.
(U)Bolt_Head
Posted: Apr 30 2004, 07:46 PM
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What he pointed out was my errors. Not yours.

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
Ğeathknight
Posted: Apr 30 2004, 09:36 PM
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FAQ:

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


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(U)Bolt_Head
Posted: Apr 30 2004, 10:44 PM
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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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