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Anti Hacking
[/doHTML] 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. [i]Note: There have been many attempts to try to anti-hack with triggers, It isn't possable. Using the "[doHTML]shoot up a cliff[/doHTML]" method does not stop map hack.[/i] [i]The remainder of this section is written by:Ðeathknight[/i] [SIZE=5][b][u]1.11b Hack List[/u][/b][/SIZE] ¦ ¦[b]Kill unit[/b] - Allows a player to select a unit of his and hit a button to ¦instantly kill it. This also kills invincible units as well. ¦ ¦ ¦[b]Name Spoofer with colours[/b] - Allows the hacker to change his name to ¦whatever he wants. If colour is used, the name quickly changes back to it's ¦original state and that player is ipbanned once he leaves the game or finishes it. ¦Without colours, the player has a tad bit less chance of being ipbanned because ¦if he resets his name before the games ends, he will not be ipbanned. ¦ ¦ ¦[b]Lag Defender[/b] - Allows you to talk and use options while the lag box is up. ¦ ¦ ¦[b]Download Status Hack[/b] - Allows you to see download status even if it is at ¦0 or 100 percent. ¦ ¦ ¦[b]Game/Lobby Chat Colours[/b] - Allows the player to chat using different ¦colours in his text by typing different symbols. The hacker can also align or ¦stack his text in different ways and even skip lines and make it look like other ¦players have typed the message. ¦ ¦ ¦[b]Minimap Allied Colors Hack[/b] - Colour-codes units on the minimap to show ¦who is allied/allied vic., allied without allied vic., and enemy. ¦ ¦ [SIZE=5][b][u]1.11 Hack List[/u][/b][/SIZE] ¦ ¦[b]Stack Hack[/b] - Allows a player to unvision himself to let him "Stack" on top ¦of previously built buildings or units. ¦ ¦====>[b]Creep Hack[/b] - An addon to the stack hack which allows you to ¦stack on top of creep and other invalid terrain. ¦ ¦ ¦[b]SCV Repair Hack[/b] - Allows the SCV to repair any damaged terran unit, ¦including organic units. ¦ ¦ ¦[b]Map Hack[/b] - Gives a player vision of the whole map. ¦ ¦====>[b]3 state[/b] - Map hack addon gives the map hack 3 states to it; Map ¦hack off(Turns the map hack off), Map hack lite(Is like you explored the whole ¦map, but has fog of war over it. You can see units and click on them too.), Map ¦hack full(Full map hack. Vision to everything.). ¦ ¦====>[b]Anti-Hack Protection[/b] - Another map hack addon that allows the ¦player to view many units that would normally crash Starcraft without crashing ¦themselves. ¦ ¦ ¦[b]Stat Hack[/b] - Allows the player to view other players' resources and unit ¦count. ¦ ¦ ¦[b]Ally Alert[/b] - Alerts the player, telling him who is allied and who is unallied ¦with him, as well as allied victory. ¦ ¦====>[b]Auto Unally[/b] - Addon for Ally Alert, auto unallys a player if a ¦certain ¦event occurs.(Forget what it is) ¦ ¦ ¦[b]Unit Alert[/b] - Alerts the player if other players acquire certain units. ¦ ¦ ¦[b]Stack Hack Detection[/b]\ ¦[b]In-Game Timer[/b] - Doesn't matter what it is, it's still a hack. Self- ¦explanitory. ¦[b]Crash Hack Protection/Detection[/b]/ ¦ ¦ ¦[b]Stay Alive Hack[/b] - Allows the player to remain in the game after he is ¦defeated. ¦ ¦ [SIZE=5][b][u]1.11 and 1.11b Anti-Hack List and Methods[/u][/b][/SIZE] ¦ ¦ ¦[b]Map Hack and 3-state map hack[/b] - 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. ¦ ¦ ¦[b]Map Hack, 3-state, and Anti-Hack Protection[/b] - For this, you need ¦Starforge. Go into the sprites layer and place any sprite. Change the box to ¦where it says "Sprite:____" and make it 12. Uncheck the "Draw as Sprite" box ¦and check the "Disabled??" box. There you go. Even if a "Lite map hack" is ¦used, it will crash when it sees this unit. ¦ ¦MAKE SURE YOU PLACE THE UNIT IN AN AREA PLAYERS CAN NOT NORMALLY ¦VIEW! ¦ ¦An effective way to use it is to place all players' start locations right where the ¦crash would be if you had vision to that area. Most hack users do not turn off ¦their hacks after every game, making them vulnerable. ¦ ¦A good strategy is to place this all over the map and put a big location over ¦every one. Although I haven't tested this, it may work. Make it so when a unit ¦enters the location, it removes the crashing unit. I just thought of an advanced ¦way to handle this as well. Resize your map so you have an area on the side ¦that players can not go to, add the units there, make big locations spread all ¦over your map, and "When -player- brings 0 units to -location on playing field-, ¦move -crashing unit- from -location off the playing field- to -location on the ¦playing field-". And just do the opposite when a player brings a unit there. Enjoy! ¦ ¦ ¦[b]Ally Alert and Auto Unally[/b] - To have computer players or unused players ¦(That are in the range 1-8) continually allying, allying victory, unallying every ¦player with the following triggers: ¦ ¦Set -player- to ally ¦wait 5 millisecond ¦set -player- to allied vic ¦wait 5 milliseconds ¦set -player- to enemy ¦wait 5 milliseconds ¦.........(^--Continue the above about 5 times for good stuff ) ¦Preserve trigger ¦ ¦(low hyper trigger count optional) ¦ ¦He will then become flooded with tons of messages saying "Player # has allied ¦you" etc. and will be forced to shut down his ally alert. ¦ ¦You could also include a warning message to all other players in the game. ¦ ¦ ¦[b]Stack Hack and Creep hack[/b] - [METHOD 1] This is very simple. This may ¦not work with all stack hacks, but it works with the current popular one. Well ¦anyway, you can simply have under every player the following trigger: ¦PLAYERS: -Player- ¦CONDITIONS: Always ¦ACTIONS: Execute AI script Turn on Shared Vision for -Player- ¦Preserve trigger ¦ ¦(Hyper triggers optional) ¦ ¦[METHOD 2] This is a different way, if the other one doesn't work, or you have a ¦certain type of map. Place map revealers for a computer player all over the ¦place and have the computer player vision the human player. The human player ¦will not be able to stack because of the computer player's vision. ¦ ¦ ¦[b]Stay Alive Hack[/b] - When the player is suppose to end in defeat, have a ¦wait after the trigger giving the player enough time to get out(Maybe wait 12500 ¦milliseconds) then give the player vision to a certain area that can not normally ¦be viewed by players that will crash the game while moving the player's screen ¦there as well. ¦ ¦ ¦[b]Unit Alerts[/b] - It has come to my understanding it only alerts the player for ¦the first time another player receives a certain unit. All you have to do is have ¦triggers create the following units once, wait for about 200 milliseconds, then ¦kill/remove them. ¦-Dark Templar ¦-Reaver ¦-Battlecruiser ¦-Carrier ¦-Arbiter ¦-Guardian ¦-Lurker ¦-A LOADED nuclear silo(You can do this by placing it first in the map owned by a ¦computer player and use triggers ordering the computer player to load them ¦with nukes, then give the silos owned by the computer player to human players) ¦(I don't know if it will work if you preplace a nuke) ¦ ¦ ¦[b]Game/Lobby Chat colours[/b] - Other players are warned when message is ¦sent. :P ¦ ¦ ¦[b]Stack Hack Detection[/b] - Have a computer player keep visioning and ¦unvisioning itself repeatedly with triggers. This will flood the hacker's screen like ¦the anti-ally alert. ¦ ¦ [SIZE=5][b][u]Replay Hack Checking[/u][/b][/SIZE] ¦ ¦ ¦[b]Stack Hack[/b] - You will be able to see when a player stacks. ¦ ¦=====>[b]Creep hack[/b] - You will know when you see a zerg building off the ¦creep, other players building on creep, or players building/landing on invalid ¦terrain. ¦ ¦ ¦[b]Stay Alive Hack[/b] - You will know when you see the "Player has been ¦defeated" message but the player does not leave the game. ¦ ¦ ¦[b]Map Hack and 3-state map hack[/b] - You will know if a player has clicked on ¦a unit outside of his legal view range. ¦ ¦ ¦[b]SCV Repair Hack[/b] - You will know when you see an SCV repair any ¦organic unit. ¦ ¦ ¦[b]Name Spoofer with colours[/b] - You will know when you see colours in a ¦name or if you see any illegal characters(illegal characters that were illegal ¦since Starcraft came out). ¦ ¦ ¦[b]Kill unit[/b] - You will know if units just die without being attacked. ¦ [doHTML]
Virtual unit Hp
[/doHTML] 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). [LIST] [*]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). [/LIST][doHTML]
Slowing Down Units
[/doHTML] [i]By: Mp)3[/i] - 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. [doHTML]
Crazy Turret Trick
[/doHTML] 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. [doHTML]
Crazy Lurker
[/doHTML] [i]Thanks to Bonko[/i] Recuirements Any map editer Discription: Makes a Zerg Lurker unburrow & burrow so fast its not out or in the ground! Looks very cool! How to do: Must Have a Burrowed Zerg Lurker at 'LURKER'. Conditions: Always. Actions: Issue order to all Zerg Lurker owned by player at 'LURKER': move to 'LURKER1'. Move all Zerg Luker for player at 'LURKER' to 'LURKER'. Preserve trigger. [doHTML]
Invisible Bunkers Tutorial
[/doHTML] [i]Thanks to Thanatos.[/i] This is how to make those invisible bunkers from tower defense. You need this trigger for every player, and every type of bunker (i.e. rine, ghost, bat...) [doHTML]
Players:
¤Player 1
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'
¤Create 1 'Protoss Cybernetics Core' at 'supplyDepot' for 'Player 1'
¤Move all 'Terran SCV' at 'scvHome' to 'supplyDepot'
¤Preserve Trigger
[/doHTML] 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. [doHTML]
Stopping Cheats in single player using triggers
[/doHTML] 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. [doHTML]
Making Units health glow
[/doHTML] 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 [doHTML]
Timeing events without wait blockers
[/doHTML] 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. [doHTML]
Placeing units under/over
[/doHTML] 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. [doHTML]
Random Triggers
[/doHTML] [i]By: Bolt_Head[/i] [b]LESSON ONE:[/b] The first thing you need to know about random triggers is they require switches. When you randomize trigger you take advantage of the randomize switch action. [i]If you do not understand switches I suggest figure that out before continuing.[/i] When you randomize a switch the state (clear or set) of the switch is randomly determined. The current state of the switch doesn’t matter, it will be ether set or clear 50/50 chance. When your creating a random effect first thing you need to ask yourself is “[b]How many different things can happen?[/b]” Or how many possibilities are there. For simplicity I will first explain how to randomize between two different things. Example: Your creating a random unit 1 minute into the game. [doHTML]
Conditions:
¤Elapsed time is at least 60 game seconds.
Actions:
¤Randomize 'Switch A'
¤Set Switch 'Randomize On'
[/doHTML] Now when you randomize Switch A there are two possible states the switch can be. Set or Clear. So to create your unit you will need a trigger for each of the possible solutions that can occur. [doHTML]
Conditions:
¤'Switch A' is set
¤'Randomize On' is set
Actions:
¤Create one 'random unit 1' for current player at location
[/doHTML] [doHTML]
Conditions:
¤'Switch A' is clear
¤'Randomize On' is set
Actions:
¤Create one 'random unit 2' for current player at location
[/doHTML] At this point you might be asking yourself “What is purpose of the extra switch?” Well, whenever the game starts all switches are clear by default. If the condition for the second trigger was ONLY “switch a” is clear then it would fire at the very start of the game. For this reason I always have a extra switch. [b]LESSON TWO[/b] Ok now that we have the basics down lets take it a step up. As we all know Starcraft isn’t a perfect world and we don’t always want our random events to only have two results or a 50/50 chance. So this is where Combining Random Switches comes in handy. For example, Say you randomize two switches instead of only 1. When you look at the two switches together the first can be ether set or clear and so can the second. This leaves you with 4 possible solutions. Set/Set, Set/Clear, Clear/Set, and Clear/Clear. For my next example I will describe a madness map with a random unit spawn. Say we want our players to get hydralisk 25% of the time marines 25% of the time and zerglings 50% of the time. So lets take this step by step, First off you have more than 2 units so you will need more than 1 random switch. Also you want the zerglings to spawn 50% of the time. The solution isn’t hard. Use two random switches so you get 4 possible results and designate two of the results to give you zerglings. Now before I go off writing my triggers I need to point something else out. I stated this was a madness map. Meaning the random triggers need to happen more than once. Preserving randomization is a little bit more complex than just adding preserve trigger to the end of all the triggers. First off lets make our starting trigger (the condition) [doHTML]
Players:
¤Player 1
Conditions:
¤Always
Actions:
¤Randomize 'Switch A'
¤Randomize 'Switch B'
¤Set Switch 'Randomization On'
¤Preserve Trigger
[/doHTML] Then we will need our 4 triggers, one for each possibility. Set/Set, Set/Clear, Clear/Set, and Clear/Clear [doHTML]
Players:
¤Player 1
Conditions:
¤'Switch A' is set
¤'Switch B' is set
¤'Randomization On' is set
Actions:
¤Create one hydralisk at 'spawn location' for current player
¤Clear Switch 'Randomization On
¤Preserve Trigger
[/doHTML] Then you would create this trigger for each of the above combinations changing the unit it creates. (keep in mind two of the triggers would create a zergling) Also pay close attention to the fact that I cleared the ‘Randomization On’ switch This isn’t really important for this trigger since it randomizes all the time but if you had to wait a long time for your unit you wouldn’t want the random trigger to just keep creating hydralisk. As far as clearing the random switches (switch A and B), it isn’t needed. Since the switches have no other effect on the map you will not need to clear them. You will just randomize them again next time you need a unit and what state there in doesn’t matter. [b]LESSON THREE[/b] Ok lets get into the more advanced stuff now. Say you want a whole bunch of different random things to happen. Say any one of 15 questions for a quiz map. The first thing that should be going though your head is “how many switches do I need?” This is where an the equation comes in handy. Rather than guessing the amount of switches and trying to find all there combinations then counting use this equation. (# of Possibilities) = 2 ^ (# of Switches) Or quite simply each time you add a switch it doubles. (IE: 2, 4, 8, 16, 32, …) So once you have figured that out you will realize that there isn’t a amount of switches that has 15 solutions. Well relax this can still be done, Whenever the number of desired possibilities isn’t a even power of 2 then you just pick the next number up. 4 switches with 16 possibilities in our case. So first things first how do I determine what possibilities will there be? To make this process simpler I’ll use binary, 1 to represent set and 0 to represent clear So if I use 2 switches the possibilities would look like this 00 01 10 11 Now what if I have 4 or even 6 switches? Take the same basic row structure and add to it. (3 switches) 000 001 010 011 100 101 110 111 (4 switches) 0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011 1100 1101 1110 1111 If you look at the first digit in each row you will realize that all the Zeros line up and all the Ones line up. If I wanted to create a list for 5 switches I would first copy the list for 4, Then I would put a 0 in front of each possibility. Then copy the list for 4 switches again and put a 1 in front of the rest. Now that we have figured out how many switches to use and what all the combinations of switches are were ready to write our trigger. Our starting trigger (the randomizer) is the same. [doHTML]
Conditions:
¤Whatever
Actions:
¤Randomize 'Switch A'
¤Randomize 'Switch B'
¤Randomize 'Switch C'
¤Randomize 'Switch D'
¤Set 'Randomization On
[/doHTML] Now we know how to write triggers for each combination but remember we only want 15 results NOT 16. To do this you can’t just leave one of them out (wouldn’t that be nice). Since it is still possible that that solution come up you will need to create what I call a “rerandomizer”. Basically you just make the actions for the 16th possibility to start the randomization process again. The trigger would look like this. [doHTML]
Conditions:
¤'Switch A' is clear
¤'Switch B' is clear
¤'Switch C' is clear
¤'Switch D' is clear
(you can use any of the possibilities, you don’t have to use all clears)
¤'Randomizer On' is set
Actions:
¤Randomize 'Switch A'
¤Randomize 'Switch B'
¤Randomize 'Switch C'
¤Randomize 'Switch D'
¤Preserve Trigger
[/doHTML] Now this trigger runs a little bit different than the rest. First off you MUST preserve it. Even if you only use the randomization once. This is because it is always possible to get the exact same results twice in a row. Secondly this trigger should be located before the rest of your possibility triggers (the other 15 in this case). This is more of a performance issue than anything else. If the rerandomizer actually runs the other triggers will be following it directly and you won’t have to wait for the triggers to come around next time. (I suggest this even if your using hyper triggers) [doHTML]
Compressing Sounds
[/doHTML] [i]By: Clokr_[/i] Staredit can compress the sounds, so the map will the smaller. But for compress a sound it must be in 16bit mono format. Here I write how to convert it: [u][b]HOW TO CREATE THE CONVERSION TEMPLATE:[/b][/u] 1.-Open the sound recorder ([b]START->PROGRAMS->ACCESORIES->ENTERTAINMENT->SOUND RECORDER[/b]). 2.-Goto [b]file->Properties[/b] 3.-Click on [b]convert now[/b] 4.-Select on the middle list [b]PCM[/b]. 5.-Select on the bottom list [b]8,000 KHz; 16 bit; Mono 15Kb/s[/b]. 6.-Click on [b]Save As[/b], type [b]StarCraft [/b]and click on [b]OK[/b]. [u][b]HOW TO CONVERT A FILE(If you didn't create the template, read above):[/b][/u] 1.-Open the sound recorder ([b]START->PROGRAMS->ACCESORIES->ENTERTAINMENT->SOUND RECORDER[/b]). 2.-Goto [b]file->Properties[/b] 3.-Click on [b]convert now[/b] 4.-Select on the top list [b]StarCraft[/b]. 5.-Click [b]OK[/b] and [b]save the file[/b]. Repeat the [b]convert a file[/b] steps for each sound that you want to compress. In the staredit, when you are selecting the sound for import it, there is a list at bottom. Select [b]High[/b] compression. [doHTML]
Crystallic Cannons
[/doHTML] [i]Written By: Clokr_ Thanks to SoftWareWolf for discovery[/i] Maybe you already saw this in some maps. The buildings seems to be half-warped but cannons can attack. It's doing this: Some miliseconds after the building is created remove the pylons and enable the building, then add the pylons again. How to do that? [doHTML]
Trigger 1:
Conditions:
¤Always
Actions:
¤Enable doodad state for protoss building at location
¤Preserve trigger
[/doHTML] [doHTML]
Trigger 2:
Conditions:
¤Player does not have minerals (player bought the building)
Actions:
¤Wait X miliseconds (time for building to warp)
¤Kill/Remove pylons for current player
¤Give Minerals
¤Preserve Trigger
[/doHTML] Hint for the wait: with building time 1 the wait must be between 750 and 1300. Try diferent numbers, you will get diferent textures! Note: Sometimes crashes with buildings that have zone that flashes when you are building something (stargate, shield battery, ...) [doHTML]
Protoss Sheild Tricks
[/doHTML] [i]Written By Clokr_ Special Thanks to Dabbu[/i] Seems easy, huh? Now I'm going to explain some tricks to do with them: Protoss shields have 6 rules and there are no exceptions. That rules are: 1.-If the unit is not being attacked, or you use a battery shield, shield increases. 2.-If the unit is being attacked shield decreases. 3.-If the shield points are the same that the max shield points set in the unit properties window, shield stops increasing. 4.-If the shield was negative, shield and life points are not displayed when you select the unit. 5.-MODIFY SHIELD POINTS trigger action sets shield to a number between 0 and the max shield points set in the unit properties window. EMP shockwave sets shields to 0. 6.-If shields points reaches 0, attacks decrease unit's hit points. Let's see what happen when a unit with '100' max shield points is attacked. It loses shield points (rule 2) and then it gets shields points (rule 1) until 100 (rule 3). If shield points arrive to 0, the unit loses hit points (rule 6). Now, what happen if the same unit have a '-100' max shield points. If the unit is attacked its shield points decreases (yes! it decreases: -101, -102, etc. rule 2) and then it gets shield points (-102, -101, etc. rule 1) until -100 (rule 3). Shields points never reaches 0, so the unit can't lose hit points! (rule 6), and the shield and hit points are not showed (rule 2), so it seems invincible and can't die. Now, what happend if you set to the shield points to a percent lower than 100% or you use EMP shockwave on the unit? We just need to aply those rules: The unit starts with '-100' shield points, and then you use EMP shockwave. Shield points are set to 0, and the unit can lose its hit points (rule 6). If it is not attacked it gets shield points (rule 1) until get -100 shield points (rule 3), but that is impossible, because if it have 0, it will get 1, 2, 3... so, it will not stop getting shield points. Now shield points are positive, but shield and hp is not displayed (rule 4). So it looks invenciable but this time it is not! [/font][doHTML]
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