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Map Editors
[/doHTML] [i]Thanks to: Yoshi Da Sniper (download host)[/i][LIST] [*][SIZE=5][color=blue]Starcraft Xtra Editor 2.5 [/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=168&l=1]Download Here[/URL] This is the most advanced, bug-free editor in the SC community yet. It still mods the orginal blizzard made Staredit, but with 5 modes and much flexibility. [*][SIZE=5][color=blue]Starcraft Xtra Editor 2.6 [/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=167&l=1]Download Here[/URL] This is the most advanced editor known in the SC community to be still modding Staredit. Although, be warned; it contains the "Add-on" bug. Which terran add-ons in most modes seem to remain player controled and seperate from the buildings. Note: If your using a resolution below 1024x768 then the trigger window and mission breifings window will not fit on your screen. [*][SIZE=5][color=blue]StarForge 2.0 [/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=166]Download Here[/URL] [i]Program Created By: Heimdal[/i] *Not your primary editor* This program Can Place Sprites, Stack Minerals, Create sqaure terrain. And many other cool featues. [*][SIZE=5][color=blue]SCM Draft 2 [/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=169&l=1]Download Here[/URL] *Note your primary editor* This program Can Place Sprites, Stack Minerals, Create sqaure terrain. And many other cool featues. Note: Your choice between SCM Draft and StarForge is a matter of preference. There is little one can do that the other can't. [/LIST] [doHTML]
Map Making Accessories
[/doHTML] [i]Thanks to: Yoshi Da Sniper (download host)[/i][LIST] [*][SIZE=5][color=blue]GUedit 3.6 [/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=162]Download Here[/URL] [url=http://www.staredit.net/index.php?download=162]Required Files can be found here[/url] GUedit allows the operation of many utilies which are out of date. However, it is still useful for most operations. -Protects maps -Instant Ups -Changes Player -Sqaure terrain (don't use) -Writes triggers to a txt file Note: this program is outdated its only real practical use is Writeing your triggers to a txt file. Also this program will not run when StarEdit is open. [*][SIZE=5][color=blue]SCM toolkit [/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=160]Download Here[/URL] [url=http://www.staredit.net/index.php?download=160]Required Files can be found here[/url] SCMtoolkit is the one program that no mapper should be without. Supports many features that are still in use today, and little programs have been made to replace this. Disadvantage: This many not run properly. Do not come for us for technical help, I tried to get this running the best I could. [*][SIZE=5][color=blue]SC Trigger [/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=165]Download Here[/URL] [url=http://www.staredit.net/index.php?download=165]Required Files can be found here[/url] Helps create cash for kills triggers for those who don't know how to themselves. [*][SIZE=5][color=blue]WinMPQ [/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=159]Download Here[/URL] [url=http://www.staredit.net/index.php?download=159]Required Files can be found here[/url] Can extract Wavs from protected maps. Allows you to open your maps, mpqs or whatever and do changes. The best ability - run scripts to automatically change files. [*][SIZE=5][color=blue]Player 12 Triggers[/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=281]Download Here[/URL] All the triggers for Player 12. [*][SIZE=5][color=blue]Player 9-12 Triggers[/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=452]Download Here[/URL] Same as above, for players 9-12 [*][SIZE=5][color=blue]ProEdit 1.3 [/SIZE][/color] [URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=313]Download Here[/URL] [url=http://www.staredit.net/index.php?download=313]Required Files can be found here[/url] This protector is uneffected by any Unprotection program currently known. It is unlikely there will ever be any unprotection for this program, because SCU was a stolen program. Proedit is the best protector currently out there! [*][SIZE=5][color=blue]BMP2SCM 1.0 [/SIZE][/color][URL=http://www.staredit.net/index.php?act=Downloads&do=download&id=310]Download Here[/URL] [url=http://www.staredit.net/index.php?download=310]Required Files can be found here[/url] BMP2SCM will take a picture file and convert it to terrain. It is a slow process because you must choose every individual color and replace it with a terrian, but in the end, you'll have one heck of a unique map. The BMP2SCM version most avalible all across the starcraft community does not contain any sort of help. It is buggy and hard to use. This version is different, and contains a help section on how to use it, and so on. [/LIST] [doHTML]
Upgrading Unit's life over its max
[/doHTML] [i]By Clokr:[/i] [b][u]Abreviations:[/u][/b] [color=green]HP1[/color][color=black]= Custom Hit Points (Sets in the scenario, standar staredit HP value)[/color] [color=green]SHP [/color][color=black]= Standar Hit Points (Sets in the SC data files)[/color] [color=green]HP2[/color][color=black]= Secret HP field that StarForge shows.[/color] [b][u]Method 1:[/u][/b] [b][color=black]Unit life:[/color] [/b][color=green]HP1 [HP2<>0 -> +1] [/color][color=red]/ [/color][color=green]HP1[/color] [color=black]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. [/color] [b][color=black]Example1:[/color][/b] [color=green][b]HP1[/b] [/color][color=black]= 120[/color] [color=green][b]HP2[/b][/color][color=black]= 0[/color] [b][color=black]Life = 120[/color][color=red]/[/color][color=black]120[/color][/b] [b][color=black]Example2:[/color][/b] [b][color=green]HP1[/color][color=black]= 120[/color][/b] [b][color=green]HP2[/color][color=black]= 1[/color][/b] [b][color=black]Life = 121[/color][color=red]/[/color][color=black]120[/color][/b] [color=black][b]Example3:[/b][/color] [color=green]HP1 [/color][color=black]= 120[/color] [color=green]HP2[/color][color=black]= 255[/color] [b][color=black]Life = 121[/color][color=red]/[/color][color=black]120[/color][/b] [color=black][b]Example4:[/b][/color] [color=green]HP1[/color][color=black] = 0[/color] [color=green]HP2[/color][color=black]= 1[/color] [b][color=black]Life = 1[/color][color=red]/[/color][color=black]1 (one hit kills)[/color][/b] [b][color=black]Example5:[/color][/b] [color=green]HP1 [/color][color=black]= -1[/color] [color=green]HP2[/color][color=black]= 1[/color] [b][color=black]Life =[/color] [color=black]0[/color][color=red]/[/color][color=black]-1 (one hit kills)[/color][/b] [b][color=black]Example6:[/color][/b] [color=green]HP1 [/color][color=black]= -50[/color] [color=green]HP2[/color][color=black] = 1[/color] [b][color=black]Life = -49[/color][color=red]/[/color][color=black]-50 (one hit kills)[/color][/b] [u][b][color=black]Method 2:[/color][/b][/u] [color=black][b]Sprite-unit life:[/b][/color] [color=green]SHP[/color][color=red]/ [/color][color=green]HP1[/color] [color=black]A sprite-unit is a sprite placed as a unit.[/color] [color=black][b][color=black]Example1:[/color][/b] [color=green]HP1 [/color][color=black]= 20[/color] [color=green]SHP[/color][color=black] = 200 (overlord)[/color] [b][color=black]Life = 200[/color][color=red]/[/color][color=black]20[/color][/b] [b][color=black]Example2:[/color][/b] [color=green]HP1 [/color][color=black]= 1[/color] [color=green]SHP[/color][color=black] = 300 (carrier)[/color] [b][color=black]Life = 300[/color][color=red]/[/color][color=black]1[/color][/b] [b][color=black]Example3:[/color][/b] [color=green]HP1 [/color][color=black]= -1[/color] [color=green]SHP[/color][color=black] = 300 (carrier)[/color] [b][color=black]Life = ?[/color][color=red]/[/color][color=black]? (crashes)[/color][/b] [b][color=#c0c0c0][/color][/b] [b][color=black]Example4:[/color][/b] [color=green]HP1 [/color][color=black]= -500[/color] [color=green]SHP[/color][color=black] = 300 (carrier)[/color] [b][color=black]Life = ?[/color][color=red]/[/color][color=black]? (crashes)[/color][/b] [b][color=#c0c0c0][/color][/b] [b][color=black]Example5:[/color][/b] [color=green]HP1 [/color][color=black]= 0[/color] [color=green]SHP[/color][color=black] = 300 (carrier)[/color] [b][color=black]Life = 300[/color][color=red]/[/color][color=black]300 (when you attack it, the life become 299[color=red]/[/color]299, when you attack it again, 298[color=red]/[/color]298, etc. When it arrives to 1[color=red]/[/color]1, one hit kills)[/color][/b] [/color] [doHTML]
Triggers in Starforge
[/doHTML] [i]By: Clokr_[/i] [color=purple][SIZE=7]Introduction[/SIZE][/color] How many times I heard "how SF triggers run?" or "I don't understand SF triggers, I will use SCXE"?. First you must know that SF triggers are faster to make than SCXE ones. Yes, but, are they harder? Nope, it's just practice, but if you know any programming language it will be easier. Anyway, let's start! [color=purple][SIZE=7]Some stuff before start[/SIZE][/color] [color=orange][SIZE=5]-Glosary[/SIZE][/color] [b]Function:[/b] This is a word with wich you will become familiar using SF triggers. In SCXE or StarEdit each function is called "action" or "condition". In the SF they will be a little different and called functions. [b]Parameters:[/b] Each one of the values that a function needs. In SCXE or StarEdit the parameters are 'where', 'unit', 'quantity', 'switch', 'for', etc. [b]Syntax:[/b] The information of what parameters are used and how they will be ordened. In SCXE or StarEdit the syntax was a sentence like 'Give [i]quantity[/i] [i]units[/i] owned by [i]player[/i] at [i]location[/i] to [i]player[/i].' Now just press Save button, press Close and save the map. If you open that map in StarEdit/SCXE you can that the trigger is right! Don't continue without knowing what this words mean. I will use the three words in this tutorial. [color=orange][SIZE=5]-Explaining differences between StarEdit and SF function syntaxes[/SIZE][/color] For this I'm going to use the Give units example. See: [u][b]SCXE/StarEdit syntax:[/b] [/u]'Give [color=red]quantity[/color] [color=blue]units[/color] owned by [color=purple]player[/color] at [color=orange]location[/color] to [color=green]player[/color].' [u][b]StarForge syntax:[/b][/u] 'GiveUnits([color=red]Count[/color], [color=blue]Unit[/color], [color=purple]Owner[/color], [color=orange]Where[/color], [color=green]NewOwner[/color]);' As you can see the parameters are the same. Now I will start talking about the SF funtion syntax. As you can see you don't need to select the name of the action/condition, you must write it. After the function name ALWAYS goes a bracket '('. After the bracket goes the parameters, separated by commas. At the ends always goes a bracked ')' and a semicolon ';'. So the syntax is this: [b]FunctionName[/b]([b]Param1[/b], [b]Param2[/b], [b]Param3[/b], ...); (For write a function in SF, just replace the FunctionName by the name of the function needed and the ParamX with the parameter that this function needs. You can see the parameters that each function needs in it syntax.) [color=orange][SIZE=5]-StarForge function syntaxes list[/SIZE][/color] [b]Trigger conditions:[/b] NoCondition(); CountdownTimer(Comparison, Time); Command(Player, Comparison, Number, Unit); Bring(Player, Comparison, Number, Unit, Location); Accumulate(Player, Comparison, Number, ResourceType); Kills(Player, Comparison, Number, Unit); CommandMost(Unit); CommandMostAt(Unit, Location); MostKills(Unit); HighestScore(ScoreType); MostResources(ResourceType); Switch(Switch, State); ElapsedTime(Comparison, Time); Briefing(); Opponents(Player, Comparison, Number); Deaths(Player, Comparison, Number, Unit); CommandLeast(Unit); CommandLeastAt(Unit, Location); LeastKills(Unit); LowestScore(ScoreType); LeastResources(ResourceType); Score(Player, ScoreType, Comparison, Number); Always(); Never(); [b]Trigger actions:[/b] NoAction(); Victory(); Defeat(); PreserveTrigger(); Wait(Number Time); PauseGame(); UnpauseGame(); Transmission(Unit, Where, WAVName, TimeModifier, Time, Text, AlwaysDisplay); PlayWAV(String WAVName); DisplayText(Text, AlwaysDisplay); CenterView(Where); CreateUnitWithProperties(Count, Unit, Where, Player, Properties); SetMissionObjectives(Text); SetSwitch(Switch, SwitchState); SetCountdownTimer(TimeModifier, Time); RunAIScript(Script); RunAIScriptAt(Script, Where); LeaderBoardControl(Unit, Label); LeaderBoardControlAt(Unit, Location, Label); LeaderBoardResources(ResourceType, Label); LeaderBoardKills(Unit, Label); LeaderBoardScore(ScoreType, Label); KillUnit(Unit, Player); KillUnitAt(Count, Unit, Where, ForPlayer); RemoveUnit(Unit, Player); RemoveUnitAtLocation(Count, Unit, ForPlayer, Where); SetResources(Player, Modifier, Amount, ResourceType); SetScore(Player, Modifier, Amount, ScoreType); MinimapPing(Where); TalkingPortrait(Unit, Time); MuteUnitSpeech(); UnMuteUnitSpeech(); LeaderBoardComputerPlayers(State); LeaderBoardGoalControl(Goal, Unit, Label); LeaderBoardGoalControlAt(Goal, Unit, Location, Label); LeaderBoardGoalResources(Goal, ResourceType, Label); LeaderBoardGoalKills(Goal, Unit, Label); LeaderBoardGoalScore(Goal, ScoreType, Label); MoveLocation(Location, OnUnit, Owner, DestLocation); MoveUnit(Count, UnitType, Owner, StartLocation, DestLocation); LeaderBoardGreed(Goal); SetNextScenario(ScenarioName); SetDoodadState(State, Unit, Owner, Where); SetInvincibility(State, Unit, Owner, Where); CreateUnit(Number, Unit, Where, ForPlayer); SetDeaths(Player, Modifier, Number, Unit); Order(Unit, Owner, StartLocation, Order, DestLocation); Comment(Text); GiveUnits(Count, Unit, Owner, Where, NewOwner); ModifyUnitHitPoints(Count, Unit, Owner, Where, Percent); ModifyUnitEnergy(Count, Unit, Owner, Where, Percent); ModifyUnitShields(Count, Unit, Owner, Where, Percent); ModifyUnitResourceAmount(Count, Owner, Where, NewValue); ModifyUnitHangarCount(Add, Count, Unit, Owner, Where); PauseTimer(); UnpauseTimer(); Draw(); SetAllianceStatus(Player, Status); [b]Briefing actions:[/b] NoAction(); Wait(Time); PlayWAV(WAVName, WAVTime); TextMessage(Text, Time); MissionObjectives(Text); ShowPortrait(Unit, Slot); HidePortrait(Slot); SpeakingPortrait(Slot, Time); Transmission(Slot, WAVName, TimeModifier, Time, Text); [b]Loop functions:[/b] This section is not done yet on SF. I will update it when heimdal does it in SF. [color=purple][SIZE=7]My first trigger[/SIZE][/color] [color=orange][SIZE=5]-Starting, the trigger main window[/SIZE][/color] Time to start making the first trigger. It will be this trigger, but made in SF: [b]Players:[/b] All players [b]Conditions:[/b] Always [b]Actions:[/b] Modify resources for [color=blue]current player[/color]: [color=red]Set[/color] to [color=orange]50[/color] [color=purple]minerals[/color]. I'm using again colors for do it easier. Ok, now open SF, start a new map and go to Scenario->Triggers on menu. The trigger editor will open. That windows is like the StarEdit/SCXE one, the biggest different is the trigger list. In StarEdit/SCXE each trigger have like a "graphic". In SF each trigger is just an element of a list. Other difference is how SF shows the triggers in that list. StarEdit/SCXE uses comment and if there is not comment it shows a section of the trigger text. SF uses [i]always[/i] comments and if it found a trigger without comment, the trigger is just called 'No Comment'. That means that for work with SF triggers [b]all[/b] the triggers must be commented. [color=orange][SIZE=5]-The trigger editor window (attachment)[/SIZE][/color] Once you know that, click the New button for begin making the trigger. A new window will open. I explain this window in the attachment. Open the attachment and continue this tutorial. Don't worry because the window is very different that the StarEdit/SCXE one, because that don't mean harder. [color=blue][SIZE=4]Changing the player that the trigger is for:[/SIZE][/color] At top is where you can select for what player the trigger will be (Green square on attachment). How I said before, check [u]All Players[/u]. [color=blue][SIZE=4]Changing the functions:[/SIZE][/color] Now we must create an 'Always' condition and a 'Set Resources' action. For this just type in the conditions textbox (dark blue square on attachment) this text: [b]Always([/b] StarForge will show the syntax for the Always function. It is between players checkboxes and conditions textbox (light blue square on attachment): [u]Always();[/u] As you can see this function have no parameters (there is nothing between brackets), so type the last characters: [b]);[/b] Don't forgot the semicolon at end! Once you did that you must have wrote this: [b]Always();[/b] The condition is done ^^ Ok, there is the action left. It is a 'Set Resources' action. I copy it here again for reference: Modify resources for [color=blue]current player[/color]: [color=red]Set[/color] to [color=orange]50[/color] [color=purple]minerals[/color]. Go to the action textbox (red square on attachment) and type this: [b]SetResources([/b] Now StarForge shows the syntax for the SetResources function. It is a little harder than the syntax for the Always function: [u]SetResources(Player, Modifier, Amount, ResourceType);[/u] See this: Modify resources for [color=blue]current player[/color]: [color=red]Set[/color] to [color=orange]50[/color] [color=purple]minerals[/color]. [u]SetResources([color=blue]Player[/color],[color=red] Modifier[/color], [color=orange]Amount[/color], [color=purple]ResourceType[/color]);[/u] Just replace the parameters by the values, and type [b]);[/b] at end. You must have typed this: [b]SetResources(CurrentPlayer, SetTo, 50, Ore);[/b] How you must noted, if the parameter is not a number, SF shows the available options at right, in the list. This list is used too for some features that allows you typing faster the function and that are explained in the help, and I explain in the next point. [color=purple][SIZE=7]Shortcuts[/SIZE][/color] Once you understood the last point, and you know how StarForge triggers work, start with this point. Here I explain some things that let you write and make the triggers faster, because write everything is really slow. Once you control this point you will start to like the SF Trigger System. [color=orange][SIZE=5]-Copy/Paste[/SIZE][/color] Well, I think that this method is not hard. Is not nothing new, just the copy and paste features of all text editors. Is posible to copy a full trigger, copy the only actions, copy only the conditions or copy one function with copy/paste. I think that everybody must know this, anyway I write it here: [b]Copy:[/b] Select the text and press [u]CNTRL+C[/u]. [b]Cut:[/b] Select the text and press [u]CNTRL+X [/u]or [u]SHIFT+DELETE[/u]. [b]Paste:[/b] Select the text and press [u]CNTRL+V[/u] or [u]SHIFT+INSERT[/u]. That seems a joke, but it's really useful when the triggers are text. [color=orange][SIZE=5]-Item List[/SIZE][/color] [b]·[/b]This method is useful when you don't know what posibilities you have. The item list shows the posibilities that you have and selects the one that is more alike to what you type. So, if you type [b]C[/b] StarForge will select [i]CenterView[/i], if you type [b]Cr[/b] it will select [i]CreateUnit[/i] and if you type [b]CreateUnitW[/b] it will selecte [i]CreateUnitWithProperties[/i]. [u]Example:[/u] If you type in the actions texbox [b]SetResources(CurrentPlayer, [/b] and you don't remember what to type, the list shows it (it will show [i]Add[/i], [i]SetTo[/i] and [i]Subtract[/i]). [u]Example2:[/u] If you don't know what the Run AI Script At Location function is in StarForge, but you think that it will start with 'RunAI' you can type that and StarForge will select [u]RunAIScript[/u] and down this element is [u]RunAIScriptAt[/u]. So you can see it and type it. [b]·[/b]There is another posibility when using the list. You can double click on an element of the list and StarForge will add it where the keyboard cursor is. [u]Example:[/u] If you click on the actions textbox and then you double click on [i]SetResources[/i], it will write that into the actions textbox. Then you type [b](CurrentPlayer, [/b] and it will show in the list the posibilites ([i]Add[/i], [i]SetTo[/i] and [i]Subtract[/i]). If you double click on Add it will add this text and you will get: [b]SetResources(CurrentPlayer, Add[/b] [b]·[/b]The last thing that you can do with the item list is change a function/parameter. If you double click an element when the keyboard cursor is in the middle of a function/parameter StarForge will replace it. [u]Example:[/u] If you already typed in the actions textbox [b]SetResources(CurrentPlayer, SetTo, 50, Ore);[/b] and you want to change the SetTo parameter, click on that word for put the keyboard cursor there and the item list will show the posibilities ([i]Add[/i], [i]SetTo[/i] and [i]Subtract[/i]). If you double click on Add StarForge will replace it and you will get: [b]SetResources(CurrentPlayer, Add, 50, Ore);[/b] This works for function names too. [color=orange][SIZE=5]-Autocomplete[/SIZE][/color] This is the best shortcut. It let you write a word typing only some letters. How its name says, it autocompletes the words. How I said in the first point of [i]Item List[/i] shortcut, the item list selects the element that is more alike to what you type. If when StarForge selected the element that you want to type you press one of the [b]token[/b] characters it will add the text. [b]Token character:[/b] Character that have a special meaning in StarForge, that is not just text. There are only three token characters: ·Open bracket '[b]([/b]' ·Close bracket '[b])[/b]' ·Comma '[b],[/b]' [u]Example:[/u] If in the actions textbox you type [b]C[/b] StarForge will select [i]CenterView[/i]. If now you press [b]([/b] StarForge will write this: [b]CenterView([/b] If you type [b]Cr[/b] StarForge will select [i]CreateUnit[/i] and when you press [b]([/b] it will write that function. This work too for parameters: If you type [b]SetResources(C[/b] StarForge will select [i]CurrentPlayer[/i]. If now you press [b],[/b] StarForge will write: [b]SetResources(CurrentPlayer,[/b] For the last parameter just press [b])[/b] instead of [b],[/b]. If you don't think that it is a good shortcut see this: For get the line: [b]GiveUnits(All,Marine,P1,Anywhere,P2);[/b] You only must type: [b]g(a,mar,p,a,p2);[/b]. That is 21 characters less. Test it if you want! [b][u]NOTE:[/u][/b] If you are using a keyboard that is not american you could have problems with token characters. If you have problems contact Heimdal. Once you control this point (ShortCuts) you are able to use StarForge triggers in your maps. I recommend create a new map and practice the triggers once you control ShortCuts. [color=purple][SIZE=7]Parameter types[/SIZE][/color] [color=orange][SIZE=5]-Number:[/SIZE][/color] You must type a number, nothing is showed on the list. Letters and characters are not valid. [u]Example:[/u] [b]Bring(P1, AtLeast, [color=red]20[/color], Arbiter, Anywhere);[/b] [color=orange][SIZE=5]-List:[/SIZE][/color] You must select one of the options of the list. Number, letters and characters allowed if they are in the list. [u]Example:[/u] [b]Bring([color=red]P1[/color], [color=red]AtLeast[/color], 20, [color=red]Arbiter[/color], [color=red]Anywhere[/color]);[/b] [color=orange][SIZE=5]-String:[/SIZE][/color] You must select or create one string. Strings are just text. [i]"Marine: Hello civilian"[/i] can be a string. The strings in StarForge have [b]always[/b] a [b]"[/b] before and a [b]"[/b] after. [u]Example:[/u] [b]LeaderBoardResources(Ore, [color=red]"<< Best Player"[/color]);[/b] You can select one string from the list if it already exists or create one new. For create one new just type the new string and when you click [b]Save[/b] StarForge will add that string to the map. Remember that the strings start by [b]"[/b] and ends by [b]"[/b], but that characters are not showed in game (the last example would show [b]<< Best Player[/b]). But, what I must do if I want to show in StarCraft this string: [b]Marine: "Hello civilian"[/b]? You cannot type in Starforge: [b]"Marine: "Hello civilian""[/b], that's illegal. So, how can I do that? Well, you can do it using [b]escape characters[/b]. [b]Escape characters:[/b] A character combination that merges into another character. [b][u]NOTE:[/u][/b] This feature is buggy in StarForge. So I will not end it until it runs ok. [color=orange][SIZE=5]-UnitPropertiesSlot:[/SIZE][/color] [u]Example:[/u] [b]CreateUnitWithProperties(20, Academy, Anywhere, P1, [color=red]5[/color]);[/b] [b][u]NOTE:[/u][/b] This feature is not done in StarForge. So I will not explain it until it is done. [color=orange][SIZE=5]-Flags:[/SIZE][/color] [u]Example:[/u] [b]DisplayText("Destroy all enemy buildings.", [color=red]4[/color]);[/b] If I am right the values are this: [b]DisplayText[/b]: ·0 Always display off ·4 Always display on [b]Transmission[/b]: ·16 Always display off ·20 Always display on [b][u]NOTE:[/u][/b] I don't know if that values are right so someone test please. Change that values and open the map with staredit or SCXE and see what happened. [b][u]NOTE2:[/u][/b] I don't know if StarForge will handle that values as that or Heimdal will change it. I have done the sections that work properly in SF. If heimdal fixes/adds more things I'll continue this tutorial. [doHTML]
Spell List
[/doHTML] - 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) [doHTML]
Saving String Space
[/doHTML] [i]By: Coko[/i] Remember that every single Text box made uses another String, and since you have a limit of 1024, you want this at minimal. This is where this can become handy. If through your map a certain phrase, or text system, wav is repeated, but not all the time, then this is useful Either use a Switch, or a Death Count (of a unit that cannot die!) [doHTML]
Conditions:
¤Switch/Death Count is Set/at 1 for 'selected unit'.
Actions:
¤Clear Switch | Set Death Count to 0 for 'selected unit'
¤(Now do the task you wanted, and it will work! And not constantly repeat itself)
¤Preserve trigger.
[/doHTML] To Activate, simply in another trigger, set the Switch and it will work perfectly! You can keep doing the Switch in different triggers, and no more space will be taken up! [doHTML]
Conditions:
¤Whatever...
Actions:
¤Set Switch/Death Count to 1 for 'selected unit'
[/doHTML] And that works perfectly. [doHTML]
Reasons for Map Crashing
[/doHTML] [i]By: Dawg[AA][/i] If your map crashes frequently check things things. (1)High Index colors (Player color) like 145 and 255. Stick with colors 0-17 (2)Maps with illegal dimentions (3)Units placed off the edge of the map (buildings) (4)Many Sprites crash the game. (5)Illegal units may crash the game such as Independant Command Center. (6)2x Speed tends to crash the map. (7)Showing The portrait for a unit that does not exist. (includeing mission breifing) (8)Many units crash the game when disabled. [doHTML]
Exploding Sucky Trap
[/doHTML] [i]By: Yoshi Da Sniper Also see Yoshi Da Snipers [url=http://www.staredit.net/index.php?showtutorial=42]Video Tutorial[/url][/i] You normally see these in bounds. -Need HyperTriggers. -Location that is very small 2x2 or 1x1 where the exploding and suction will take place. --Name this "small" -Now make a big location that stretches over the place where you want the player to be sucked in. Name this "big" [doHTML]
Players:
¤Comp who owns obstical triggers
Conditions:
¤Always
Actions:
¤Create "1 unit that you want to explode" at location "small" for "player"
¤Kill all "any unit" at "small"
¤Order all "Men" owned by "All Players" at location "big" to move to location "small"
¤Preserve Trigger.
[/doHTML] The dying triggers and actual terrain layout is up to you. Give it a try! [doHTML]
Building on Installation Tileset
[/doHTML] [i]By: Dawg[AA][/i] Simply find the unused tiles in the tile palette using starforge or scm draft and use that as terrain. These tiles were unused but blizzard forgot to get rid of them. So anyway these secret tiles can be built on. Cool Huh. Go into the tile palette. Tiles that work are tiles that are number 16-0 through 50-0. [doHTML]
Blurred Out Units
[/doHTML] [i]By: Dawg[AA][/i] This effect makes your units look very blurry and blotted out. Looks kind of cool. Note: Make sure the player can not see the observers or else it will ruin the whole purpose of doing this. (HyperTrigger Function is needed) Unit- The unit that you want to be blurred out Blurry- The location that you center on the blurred unit. [doHTML]
Players:
¤Any Player in the Game
Conditions:
¤Always
Actions:
¤Move location "blurry" on "unit"
¤Issue order for all "observers" owned by "player" "move" to "blurry"
¤Preserve Trigger.
[/doHTML] [doHTML]
Players:
¤Any Player in the Game
Conditions:
¤Always
Actions:
¤Create "30" "observers" at "blurry"
[/doHTML] If you want for hallucination deaths to appear to make it look cooler then keep creating observers with a hallucination property and order them to move to blurry. [doHTML]
Tornado Effect
[/doHTML] [i]By: Dawg[AA][/i] This creates an effect which makes a tornado around a unit. Here are the triggers. (HyperTrigger Function is needed) [doHTML]
Players:
¤Player 1
Conditions:
¤Always
Actions:
¤Move Location "Follow" on "Unit"
¤Create "1" "Observer" at "Follow"
¤Kill all observers for "Current Player"
¤Preserve Trigger
[/doHTML] [doHTML]
Switches
[/doHTML] View Yoshi Da Snipers Flash tutorial on switches [url=http://www.staredit.net/index.php?showtutorial=103]Here[/url] [/font][doHTML]
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