[doHTML][/doHTML][font=times] [doHTML]
Making Resources Close to Start Location
[/doHTML] 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. [doHTML]
2x Speed
[/doHTML] 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. [doHTML]
Square Tiles
[/doHTML] 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 Isom is too outdated don’t use it. [doHTML]
Banning a Player
[/doHTML] [doHTML]
Players:
¤Player 2
Conditions:
¤Player 1 brings at least one of any unit to 'ban blue'
Actions:
¤End scenario in defeat for current player
[/doHTML] Not that hard was it. [doHTML]
Fast Upgrades
[/doHTML] Use SC-Xtra. Put in the number 8739. It is interpreted as 0. [doHTML]
255 Upgrades
[/doHTML] Just use SCXE. Then set the maximum upgrades to 255. [doHTML]
Cloak Units
[/doHTML] 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: [doHTML]
Players:
¤The player that you want
Conditions:
¤The conditions that you want
Actions:
¤Disable doodad state for unit
¤Wait X
¤Enable doodad state for unit
¤Wait X
¤Enable doodad state for unit
¤Order "move" to unite for unit
¤(More Actions)
[/doHTML] 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) [doHTML]
Stacking
[/doHTML] [i]By: Bolt_Head[/i] Stacking Buildings as of version 1.11b can no longer be done in the game. The units have to be pre-placed. To stack minerals or buildings you need a special editor. I would suggest [dohtml]StarForge or SCM Draft 2.0[/dohtml] [size=3]StarForge[/size] -Place your unit. -Select the unit and right click it. A short cut menu will appear, select “Stack…” from that. -A little box will come up asking you how many to stack. (don’t go overboard) Just enter the amount and hit ok. [size=3]SCM Draft[/size] -Go to the menu Options > Units > Allow Stack -Also insure that “Buildings Snap to Grid” is checked in the same place. -Then simply place the units. Click once for every one you want stacked. (If you select the units you can see how many there are stacked. Note: In both Starforge and SCM Draft you need to specify player 12 for your minerals. Minerals need to be created for player 12 if playing melee. However I suggest you place them for player 12 even for Use Map Settings maps. [doHTML]
Crazy Scarbs
[/doHTML] First make sure you have reavers attacking something so the scarabs come out. [doHTML]
Players:
¤The player with the Reavers
Conditions:
¤The conditions that you want
Actions:
¤Move "Amount" "Scarabs" For "Whatever Player Owns Them" To "Whatever Location"
¤Run AI Script "Junk Yard Dog" At "Whatever Location"
[/doHTML] [doHTML]
Controling Scarabs
[/doHTML] [doHTML]
Players:
¤Computer with the reavers
Conditions:
¤The conditions that you want
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"
[/doHTML] -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. [doHTML]
Renewing Interceptors/Scarbs
[/doHTML] [doHTML]
Players:
¤Players owning carrier/reaver.
Conditions:
¤The conditions that you want
Actions:
¤Modify hangar count "amount" for "unit" at "location"
[/doHTML] [doHTML]
Pylonless Buildings
[/doHTML] Simply Enable the doodad state for that building. Here is an example [URL=http://www.geocities.com/stealthydeath24/nopylon.htm]http://www.geocities.com/stealthydeath24/nopylon.htm[/URL] [doHTML]
Map Unprotection
[/doHTML] Don’t ask, People protect their maps for a reason. [doHTML]
Broodling that Never Dies
[/doHTML] [doHTML]
Players:
¤Players that you want
Conditions:
¤The conditions that you want
Actions:
¤Create "Amount" "Broodling" At "Any Location"
[/doHTML] 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. [doHTML]
How to Make Ghost use Nuke
[/doHTML] 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" [doHTML]
Units with over 9999 life
[/doHTML] 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. [doHTML]
Making the Screen Follow A Unit
[/doHTML] [doHTML]
Players:
¤Player You Want To Follow Unit.
Conditions:
¤Whatever condition.
Actions:
¤Move "Location To Follow" on "Unit To Follow" at "Wherever You Want" owned by "Current Player"
¤Center View On "Location To Follow"
[/doHTML] [i]Note: This trigger function better with hyper triggers.[/i] [doHTML]
Bunkers that shoot where they shouldn't
[/doHTML] Requires a bunker, and something to go in it (that can attack from the inside, meaning no medics/scvs.) [doHTML]
Players:
¤Player who owns bunker
Conditions:
¤Whatever
Actions:
¤Run AI Script Enter Nearest Bunker at the bunker, with its people.
[/doHTML] [doHTML]
Players:
¤Whoever
Conditions:
¤Whatever
Actions:
¤Move 1 Bunker from where the bunker is to a safe spot
[/doHTML] 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. [i]Note: Buildings can not be moved to a location where a building already exist. Also even though you have units where your bunker was, they do not have there own vision. You may need a map revealer or something.[/i] [doHTML]
Players aren't the colors that you want them to be?
[/doHTML] Go to forces and uncheck random start location. Now your players will be the color you want them to. [doHTML]
Teleporting Units
[/doHTML] Use the 'MOVE UNIT' trigger action. In SC-Xtra2.6 will will be labeled 'TELEPORT' [doHTML]
Preplaceing Burrowed Units
[/doHTML] 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. [doHTML]
Placing Doodads anywhere
[/doHTML] (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 [doHTML]
Add-ons work without Base Building
[/doHTML] 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. [doHTML]
Settings Unit Hangars
[/doHTML] 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. [doHTML]
Keeping Track of levels
[/doHTML] 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. [doHTML]
Computer Players doing nothing in your campaign
[/doHTML] 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: [URL=http://www.battle.net/scc/faq/aiscripts.shtml]http://www.battle.net/scc/faq/aiscripts.shtml[/URL] [doHTML]
Mission Breifing Goes By too Fast
[/doHTML] Make sure you use the 'WAIT' action. One thousand milliseconds equal one second. [doHTML]
Overlapping Text
[/doHTML] {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. [doHTML]
Centering and Aligning text to the right
[/doHTML] 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. [doHTML]
Hyper Triggers
[/doHTML] 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. [doHTML]
Players:
¤A Player that is always in the game.
Conditions:
¤Always
Actions:
¤Wait 0
¤Wait 0
¤Wait 0
¤Wait 0
¤Wait 0
¤Wait 0
¤Wait 0
¤...do that as many times as you can
¤Preserve Trigger
[/doHTML] 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. [doHTML]
Sizeless Sounds
[/doHTML] 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. [doHTML]
Stopping a Unit from leaving a location "Unit Halt"
[/doHTML] [i]By: Nozomu and DarkVision[/i] 1. DarkVision's "Unit Halt" System The first thing I have to say is that this technique was first conceptualized and implemented by DarkVision. All credit goes to him for actually coming up with this way of halting a unit. However, I have changed his original triggers to accomodate my own style and methods of trigger construction. Therefore the triggers and concepts presented in this guide are all my own work. Enjoy. This is a trigger technique designed to create a boundary that a unit cannot pass using locations. It makes it seem as if the unit has hit a wall when it attempts to leave the location. This can be used in a variety of ways. My favorite way to use it is to prevent an air unit from leaving a certain area. It looks much more professional to make the unit seem to stop, rather than just moving back to the center of it's boundary location. This is especially useful for air units, who can't be blocked by, say, a Dark Templar wall. How it works: First, a small location is constantly centered on the unit, but only when it is inside its boundary location. When the unit moves outside of its boundary location it is moved back to the smaller location just inside the boundary location. The unit can never get "stuck" outside the boundary location because the conditions for the triggers are mutually exclusive. With hyper triggers, the unit appears to have just stopped moving. How to add this system into your map: First, you need to set up some active hyper triggers, if you're not already using them. Next, have a 3x3 location constantly centered on the unit in question. Let's call the location "Follow". Next, you need the boundary location that the unit is supposed to stay in, or be unable to enter, or whatever. For this instance, make it so that the unit has to stay in the location. Let's call this location "Restriction". It can be as big as you want. Now make these triggers: [doHTML]
Players:
¤The player to whom the unit belongs.
Conditions:
¤Current Playerbrings exactly 1 Unit to Restriction.
¤Any other conditions you want.
Actions:
¤Move location Follow to Unit owned by Current Player at Restriction.
¤Preserve trigger.
[/doHTML] [doHTML]
Players:
¤The player to whom the unit belongs.
Conditions:
¤Current Player brings exactly 0 Unit to Restriction.
¤Any other conditions you want.
Actions:
¤Move all unit for Current Player at Follow to Follow.
¤Preserve trigger.
¤Any other actions you want.
[/doHTML] Obviously the technique will run into problems if you have two or more of the same unit in the boundary location. That's all there is to it. [doHTML]
Air Unit Elevation Restriction
[/doHTML] [i]By: Nozomu[/i] This system was devised based on DarkVision's system, only to serve a different purpose. All works below were researched and developed by me. This is a trigger technique intended to help restrict the movement of an air unit. It makes it so that whenever the air unit passes over high terrain it "halts", just like the aforementioned Unit Halt technique. This is useful for preventing a player with an air unit from seeing a part of the map he or she is not supposed to see. There are many other uses, as well. How it works: Basically, you use the Location Properties dialogue to make an all-encompassing location "High Air" only. Then, you make it so that if the player brings an air unit to that location (a condition that can only be satisfied if the unit is above high ground) it is moved back to its "follow" location. Simple. How to add this system into your map: First, create a small 1x1 location called "Follow". Then create a huge location that encompasses the entire area you want to be affected by the system. Go into its Properties dialogue and uncheck everything except "High Air". Call this location "Restriction". Now make these triggers: [doHTML]
Players:
¤The player to whom the unit belongs.
Conditions:
¤Current Player brings exactly 0 Unit to Restriction.
¤Any other conditions you want.
Actions:
¤Move location Follow to Unit. owned by Current Player at Anywhere
¤Preserve trigger.
¤Any other actions you want.
[/doHTML] [doHTML]
Players:
¤The player to whom the unit belongs.
Conditions:
¤Current Player brings exactly 1 Unit to Restriction.
¤Any other conditions you want.
Actions:
¤Move all unit for Current Player at Restriction to Follow.
¤Preserve trigger.
¤Any other actions you want.
[/doHTML] Again, the technique will run into problems if you have multiple units in the restricted area or you command more than one of the air unit whose movement you are attempting to restrict. Well, I hope you found this guide to be useful! I know that I sure learned a lot about the trigger system while researching these techniques, and I hope you can do the same! Have fun, and never stop making maps! [doHTML]
Automatic Doors
[/doHTML] 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 )... [doHTML]
Players:
¤The player(s) You want the door to open for.
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.
[/doHTML] And... [doHTML]
Players:
¤Any Player(s) you want
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.
[/doHTML] 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). [doHTML]
Sprites
[/doHTML] 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. [doHTML]
Advanced Sprite Properties
[/doHTML] By: Ðeathknight (1) Use Starforge (2) Place [color=red]any[/SIZE] unit. (3) See the unit [color=red]type[/color] in the properties box. (4) Copy that number[color=red].[/color] (5) Delete the building and place any sprite. (6) Go to the sprites properties. (7) Put in the number of that [color=red]unit[/color] you had before [color=red]in the "Sprite" box.[/color] (8) Uncheck the draw as sprite box[color=red].[/color] [color=red](9)Check the "Disabled??" box.[/color] (10) In the game it will be [color=red]determined on what number you have used. You can see the list I've made below for reference.[/color] [b][color=red]NOTE: [/color][/b]ALL SPRITE CREEP CAN NOT BE BUILT ON BY A DRONE UNLESS THERE IS REAL GAME CREEP THERE [b]LIST OF NON-CRASHING DISABLED SPRITES:[/b] •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) [color=red]•[/color]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) [color=red]•[/color]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. [doHTML]
Placeing Units in melee
[/doHTML] 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. [doHTML]
Giving units owned by player 12 to Players
[/doHTML] http://www.staredit.net/index.php?download=281 May times in maps such as turret defense games. An opponent leaves all his units are distributed among other players. To do this you need player 12 triggers. Player 12 triggers must be inserted into your map. [url=http://www.staredit.net/index.php?download=281]Download Player 12 Triggers here[/url]. To load them in your map press the 'Load Triggers' in the trigger editor. This is the trigger you will need to distribute the units. [doHTML]
Players:
¤All players you want to receive the units
Conditions:
¤Player 12 commands at least 1 unit
Actions:
¤Give 1 unit owned by player 12 to current player
¤Preserve trigger.
[/doHTML] [i]Note: Player 12 will appear as a underscore ' _ ' in the map editor. Do not edit this field.[/i] [doHTML]
Lost Interceptors
[/doHTML] 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. [doHTML]
Disableing Units
[/doHTML] To do this you will need a special editor such as [url=http://www.staredit.net/index.php?download=168]SC-Xtra2.5[/url]. 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. [doHTML]
Players:
¤Whoever
Conditions:
¤Whenever you want to units to be disabled
Actions:
¤(Set Doodad State) Disable doodad status for _____ at _____.
¤Preserve trigger.
[/doHTML] The units disabled in this way will be come cloaked after they are viewed with a detector. This includes owning the unit or having shared vision with the player who owns it. After you remove all forms of a detector the units will become a cloaked blur. [i]Note: Many units will crash the game if you view them on your screen while there being disabled.[/i] [/font][doHTML]
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