Exported Wiki Articles
Units (Types)
A unit is any object in the game that can be controlled or selected at any point in time. Units include anything from Terran Marines to Protoss Pylons to Vespene Geysers and even the Installation tileset's various traps. Some units, such as Installation's Doors and the Defiler's Dark Swarm, cannot be controlled or selected.
Units are the most common element used and referenced in mapping. All maps rely very heavily on units. Also, because they are virtually the only thing that the players can control during the game, they are one of the few [wiki=Selection Systems]input devices[/wikil] available for use in advanced maps.
There are four basic types of units (aside from the technical classifications that shall be covered below). Buildings are (usually) immobile units that are (usually) constructed by worker units. (There are exceptions to both criteria; Terran buildings can lift off and become mobile, and a Zerg Nydus Canal can build another Zerg Nydus Canal to serve as its exit.) Men (the kind of unit most commonly meant when referring to units at all) are mobile units, and are usually capable of attacking. (There are exceptions here as well; Terran Siege Tanks (Siege Mode) are among several men that cannot move, and Terran Civilians cannot attack.) Unused units are unfinished or beta units, such as the Independent Starport. (Many of these crash the map.) Doodad units are units that typically appear in the form of Unit Sprites attached to doodads.
Extended Unit
![]() SCMDraft 2 crashing after an attempt at selecting two extended units. |
The vast majority of extended Unit IDs will produce units that either do nothing (disappear at the start of the game) or crash the game. (Some can even crash map editors that use the game's resource files, such as SCMDraft 2.) It is possible, however, for an extended unit to have useful properties. In a previous patch, an extended unit was discovered that enabled units to shoot much further than they normally could (up to 140 tiles away).
Unit Sprite
Unit Sprites are one of the two types of sprites supported by the StarCraft engine. Unit sprites appear to have been intended for use as a mechanism for attaching units to doodads. They therefore possess several behaviors that are useful for that purpose. Several Installation doodads, including the doors and traps, incorporate unit sprites to give doodads (which are ordinarily just terrain) unit-like behaviors. Third-party editors allow mappers to place unit sprites without an associated doodad.These units have different properties than regular units.
- All sprite units will start with their current HP at the default of that unit. Example: Firebats will start at 50 current HP.
- Max HP will be whatever it was set to in the map editor.
- Using this, it is possible to create a Firebat that has 50/10 HP. This will result in the unit having a wireframe glow, as if they had Protoss shields.
- Max HP will be whatever it was set to in the map editor.
- Normal units can have negative Max HP values with no problems, but if you click on a sprite unit that has negative Max HP, the game will crash.
- Some unit sprites become non-solid when disabled. (This is used for Installation's floor traps and doors.)
- Pre-placed sprite units appear in the game regardless of whether the Player player who owns them is in the game or not. (This is used so that non-rescuable floor traps that are hostile to all players can be placed without having to allocate an additional slot, add a Start Location, etc..)
Units with negative HP
Third-party map editors allow mappers to set a uint's Max HP to a zero or negative value. Units with negative Max HP are killed in one hit. Units with zero max HP aren't damaged by attacks.Some spells do not work on units with negative HP. Among them are:
- Plague
- Heal
Hallucination
![]() Various Hallucinated units viewed in SCMDraft2. |
Conditions cannot detect them, but Actions can be used on them. It is possibly to detect a hallucinated unit based on an action. For example, you can move a location to one, and detect if the location has moved and where it has moved to. Note that the energy of hallucinated units and Broodlings cannot be set with the Modify Unit Energy action, so their lifespan cannot be prolonged.
Third-party map editors allow the creation of pre-placed hallucinated buildings. Some hallucinated buildings will still function to some degree before they run out of energy and disappear.
Powerups
Powerups are immobile units that can be picked up and carried by worker units (SCVs, Probes, and Drones). Triggers can create powerups in areas that are occupied by other units (but not buildings or other powerups). When a powerup is on a ground unit, that unit will try to move off of it, except in the case of immobile units such as a Siege Tank or Door. (The same happens when any two mobile units occupy the same space.)Normal powerups
The standard powerups that are available to map makers are:
Data Disc
Psi Emitter
Young Chrysalis
Khaydarin Crystal
Uraj Crystal
Khalis Crystal
Flag
Extra powerups
The standard Campaign Editor cannot place the extra powerups. Only third-party map editors can add them. They also cannot be created with triggers. They are not invincible by default; they take .5 damage from all attacks.
Mineral Chunk (Type 1)
Mineral Chunk (Type 2)
Vespene Orb (Protoss Type 1)
Vespene Orb (Protoss Type 2)
Vespene Sac (Zerg Type 1)
Vespene Sac (Zerg Type 2)
Vespene Tank (Terran Type 1)
Vespene Tank (Terran Type 2)
Stats
These unit stats cannot be edited in a normal map. For the default unit stats such as mineral and gas cost, build time, damage, HP, etc., just check in your map editor.UnitIDs
Each type of unit has a number associated with it. This number is called a UnitID. UnitIDs determine what a unit is. What we think of as a "Terran Marine", StarCraft thinks of as a unit whose UnitID is 0.Code
0 = Terran Marine
1 = Terran Ghost
2 = Terran Vulture
3 = Terran Goliath
4 = Goliath Turret
5 = Terran Siege Tank (Tank Mode)
6 = Tank Turret(Tank Mode)
7 = Terran SCV
8 = Terran Wraith
9 = Terran Science Vessel
10 = Gui Montang (Firebat)
11 = Terran Dropship
12 = Terran Battlecruiser
13 = Vulture Spider Mine
14 = Nuclear Missile
15 = Terran Civilian
16 = Sarah Kerrigan (Ghost)
17 = Alan Schezar (Goliath)
18 = Alan Schezar Turret
19 = Jim Raynor (Vulture)
20 = Jim Raynor (Marine)
21 = Tom Kazansky (Wraith)
22 = Magellan (Science Vessel)
23 = Edmund Duke (Siege Tank)
24 = Edmund Duke Turret
25 = Edmund Duke (Siege Mode)
26 = Edmund Duke Turret
27 = Arcturus Mengsk (Battlecruiser)
28 = Hyperion (Battlecruiser)
29 = Norad II (Battlecruiser)
30 = Terran Siege Tank (Siege Mode)
31 = Tank Turret (Siege Mode)
32 = Firebat
33 = Scanner Sweep
34 = Terran Medic
35 = Zerg Larva
36 = Zerg Egg
37 = Zerg Zergling
38 = Zerg Hydralisk
39 = Zerg Ultralisk
40 = Zerg Broodling
41 = Zerg Drone
42 = Zerg Overlord
43 = Zerg Mutalisk
44 = Zerg Guardian
45 = Zerg Queen
46 = Zerg Defiler
47 = Zerg Scourge
48 = Torrarsque (Ultralisk)
49 = Matriarch (Queen)
50 = Infested Terran
51 = Infested Kerrigan
52 = Unclean One (Defiler)
53 = Hunter Killer (Hydralisk)
54 = Devouring One (Zergling)
55 = Kukulza (Mutalisk)
56 = Kukulza (Guardian)
57 = Yggdrasill (Overlord)
58 = Terran Valkyrie Frigate
59 = Mutalisk/Guardian Cocoon
60 = Protoss Corsair
61 = Protoss Dark Templar(Unit)
62 = Zerg Devourer
63 = Protoss Dark Archon
64 = Protoss Probe
65 = Protoss Zealot
66 = Protoss Dragoon
67 = Protoss High Templar
68 = Protoss Archon
69 = Protoss Shuttle
70 = Protoss Scout
71 = Protoss Arbiter
72 = Protoss Carrier
73 = Protoss Interceptor
74 = Dark Templar(Hero)
75 = Zeratul (Dark Templar)
76 = Tassadar/Zeratul (Archon)
77 = Fenix (Zealot)
78 = Fenix (Dragoon)
79 = Tassadar (Templar)
80 = Mojo (Scout)
81 = Warbringer (Reaver)
82 = Gantrithor (Carrier)
83 = Protoss Reaver
84 = Protoss Observer
85 = Protoss Scarab
86 = Danimoth (Arbiter)
87 = Aldaris (Templar)
88 = Artanis (Scout)
89 = Rhynadon (Badlands Critter)
90 = Bengalaas (Jungle Critter)
91 = Unused - Was Cargo Ship
92 = Unused - Was Mercenary Gunship
93 = Scantid (Desert Critter)
94 = Kakaru (Twilight Critter)
95 = Ragnasaur (Ashworld Critter)
96 = Ursadon (Ice World Critter)
97 = Lurker Egg
98 = Raszagal
99 = Samir Duran (Ghost)
100 = Alexei Stukov (Ghost)
101 = Map Revealer
102 = Gerard DuGalle
103 = Zerg Lurker
104 = Infested Duran
105 = Disruption Web
106 = Terran Command Center
107 = Terran Comsat Station
108 = Terran Nuclear Silo
109 = Terran Supply Depot
110 = Terran Refinery
111 = Terran Barracks
112 = Terran Academy
113 = Terran Factory
114 = Terran Starport
115 = Terran Control Tower
116 = Terran Science Facility
117 = Terran Covert Ops
118 = Terran Physics Lab
119 = Unused - Was Starbase?
120 = Terran Machine Shop
121 = Unused - Was Repair Bay?
122 = Terran Engineering Bay
123 = Terran Armory
124 = Terran Missile Turret
125 = Terran Bunker
126 = Norad II
127 = Ion Cannon
128 = Uraj Crystal
129 = Khalis Crystal
130 = Infested Command Center
131 = Zerg Hatchery
132 = Zerg Lair
133 = Zerg Hive
134 = Zerg Nydus Canal
135 = Zerg Hydralisk Den
136 = Zerg Defiler Mound
137 = Zerg Greater Spire
138 = Zerg Queen's Nest
139 = Zerg Evolution Chamber
140 = Zerg Ultralisk Cavern
141 = Zerg Spire
142 = Zerg Spawning Pool
143 = Zerg Creep Colony
144 = Zerg Spore Colony
145 = Unused Zerg Building
146 = Zerg Sunken Colony
147 = Zerg Overmind (With Shell)
148 = Zerg Overmind
149 = Zerg Extractor
150 = Mature Chrysalis
151 = Zerg Cerebrate
152 = Zerg Cerebrate Daggoth
153 = Unused Zerg Building 5
154 = Protoss Nexus
155 = Protoss Robotics Facility
156 = Protoss Pylon
157 = Protoss Assimilator
158 = Unused Protoss Building
159 = Protoss Observatory
160 = Protoss Gateway
161 = Unused Protoss Building
162 = Protoss Photon Cannon
163 = Protoss Citadel of Adun
164 = Protoss Cybernetics Core
165 = Protoss Templar Archives
166 = Protoss Forge
167 = Protoss Stargate
168 = Stasis Cell/Prison
169 = Protoss Fleet Beacon
170 = Protoss Arbiter Tribunal
171 = Protoss Robotics Support Bay
172 = Protoss Shield Battery
173 = Khaydarin Crystal Formation
174 = Protoss Temple
175 = Xel'Naga Temple
176 = Mineral Field (Type 1)
177 = Mineral Field (Type 2)
178 = Mineral Field (Type 3)
179 = Cave
180 = Cave-in
181 = Cantina
182 = Mining Platform
183 = Independant Command Center
184 = Independant Starport
185 = Independant Jump Gate
186 = Ruins
187 = Kyadarin Crystal Formation
188 = Vespene Geyser
189 = Warp Gate
190 = PSI Disruptor
191 = Zerg Marker
192 = Terran Marker
193 = Protoss Marker
194 = Zerg Beacon
195 = Terran Beacon
196 = Protoss Beacon
197 = Zerg Flag Beacon
198 = Terran Flag Beacon
199 = Protoss Flag Beacon
200 = Power Generator
201 = Overmind Cocoon
202 = Dark Swarm
203 = Floor Missile Trap
204 = Floor Hatch
205 = Left Upper Level Door
206 = Right Upper Level Door
207 = Left Pit Door
208 = Right Pit Door
209 = Floor Gun Trap
210 = Left Wall Missile Trap
211 = Left Wall Flame Trap
212 = Right Wall Missile Trap
213 = Right Wall Flame Trap
214 = Start Location
215 = Flag
216 = Young Chrysalis
217 = Psi Emitter
218 = Data Disc
219 = Khaydarin Crystal
220 = Mineral Cluster Type 1
221 = Mineral Cluster Type 2
222 = Protoss Vespene Gas Orb Type 1
223 = Protoss Vespene Gas Orb Type 2
224 = Zerg Vespene Gas Sac Type 1
225 = Zerg Vespene Gas Sac Type 2
226 = Terran Vespene Gas Tank Type 1
227 = Terran Vespene Gas Tank Type 2
1 = Terran Ghost
2 = Terran Vulture
3 = Terran Goliath
4 = Goliath Turret
5 = Terran Siege Tank (Tank Mode)
6 = Tank Turret(Tank Mode)
7 = Terran SCV
8 = Terran Wraith
9 = Terran Science Vessel
10 = Gui Montang (Firebat)
11 = Terran Dropship
12 = Terran Battlecruiser
13 = Vulture Spider Mine
14 = Nuclear Missile
15 = Terran Civilian
16 = Sarah Kerrigan (Ghost)
17 = Alan Schezar (Goliath)
18 = Alan Schezar Turret
19 = Jim Raynor (Vulture)
20 = Jim Raynor (Marine)
21 = Tom Kazansky (Wraith)
22 = Magellan (Science Vessel)
23 = Edmund Duke (Siege Tank)
24 = Edmund Duke Turret
25 = Edmund Duke (Siege Mode)
26 = Edmund Duke Turret
27 = Arcturus Mengsk (Battlecruiser)
28 = Hyperion (Battlecruiser)
29 = Norad II (Battlecruiser)
30 = Terran Siege Tank (Siege Mode)
31 = Tank Turret (Siege Mode)
32 = Firebat
33 = Scanner Sweep
34 = Terran Medic
35 = Zerg Larva
36 = Zerg Egg
37 = Zerg Zergling
38 = Zerg Hydralisk
39 = Zerg Ultralisk
40 = Zerg Broodling
41 = Zerg Drone
42 = Zerg Overlord
43 = Zerg Mutalisk
44 = Zerg Guardian
45 = Zerg Queen
46 = Zerg Defiler
47 = Zerg Scourge
48 = Torrarsque (Ultralisk)
49 = Matriarch (Queen)
50 = Infested Terran
51 = Infested Kerrigan
52 = Unclean One (Defiler)
53 = Hunter Killer (Hydralisk)
54 = Devouring One (Zergling)
55 = Kukulza (Mutalisk)
56 = Kukulza (Guardian)
57 = Yggdrasill (Overlord)
58 = Terran Valkyrie Frigate
59 = Mutalisk/Guardian Cocoon
60 = Protoss Corsair
61 = Protoss Dark Templar(Unit)
62 = Zerg Devourer
63 = Protoss Dark Archon
64 = Protoss Probe
65 = Protoss Zealot
66 = Protoss Dragoon
67 = Protoss High Templar
68 = Protoss Archon
69 = Protoss Shuttle
70 = Protoss Scout
71 = Protoss Arbiter
72 = Protoss Carrier
73 = Protoss Interceptor
74 = Dark Templar(Hero)
75 = Zeratul (Dark Templar)
76 = Tassadar/Zeratul (Archon)
77 = Fenix (Zealot)
78 = Fenix (Dragoon)
79 = Tassadar (Templar)
80 = Mojo (Scout)
81 = Warbringer (Reaver)
82 = Gantrithor (Carrier)
83 = Protoss Reaver
84 = Protoss Observer
85 = Protoss Scarab
86 = Danimoth (Arbiter)
87 = Aldaris (Templar)
88 = Artanis (Scout)
89 = Rhynadon (Badlands Critter)
90 = Bengalaas (Jungle Critter)
91 = Unused - Was Cargo Ship
92 = Unused - Was Mercenary Gunship
93 = Scantid (Desert Critter)
94 = Kakaru (Twilight Critter)
95 = Ragnasaur (Ashworld Critter)
96 = Ursadon (Ice World Critter)
97 = Lurker Egg
98 = Raszagal
99 = Samir Duran (Ghost)
100 = Alexei Stukov (Ghost)
101 = Map Revealer
102 = Gerard DuGalle
103 = Zerg Lurker
104 = Infested Duran
105 = Disruption Web
106 = Terran Command Center
107 = Terran Comsat Station
108 = Terran Nuclear Silo
109 = Terran Supply Depot
110 = Terran Refinery
111 = Terran Barracks
112 = Terran Academy
113 = Terran Factory
114 = Terran Starport
115 = Terran Control Tower
116 = Terran Science Facility
117 = Terran Covert Ops
118 = Terran Physics Lab
119 = Unused - Was Starbase?
120 = Terran Machine Shop
121 = Unused - Was Repair Bay?
122 = Terran Engineering Bay
123 = Terran Armory
124 = Terran Missile Turret
125 = Terran Bunker
126 = Norad II
127 = Ion Cannon
128 = Uraj Crystal
129 = Khalis Crystal
130 = Infested Command Center
131 = Zerg Hatchery
132 = Zerg Lair
133 = Zerg Hive
134 = Zerg Nydus Canal
135 = Zerg Hydralisk Den
136 = Zerg Defiler Mound
137 = Zerg Greater Spire
138 = Zerg Queen's Nest
139 = Zerg Evolution Chamber
140 = Zerg Ultralisk Cavern
141 = Zerg Spire
142 = Zerg Spawning Pool
143 = Zerg Creep Colony
144 = Zerg Spore Colony
145 = Unused Zerg Building
146 = Zerg Sunken Colony
147 = Zerg Overmind (With Shell)
148 = Zerg Overmind
149 = Zerg Extractor
150 = Mature Chrysalis
151 = Zerg Cerebrate
152 = Zerg Cerebrate Daggoth
153 = Unused Zerg Building 5
154 = Protoss Nexus
155 = Protoss Robotics Facility
156 = Protoss Pylon
157 = Protoss Assimilator
158 = Unused Protoss Building
159 = Protoss Observatory
160 = Protoss Gateway
161 = Unused Protoss Building
162 = Protoss Photon Cannon
163 = Protoss Citadel of Adun
164 = Protoss Cybernetics Core
165 = Protoss Templar Archives
166 = Protoss Forge
167 = Protoss Stargate
168 = Stasis Cell/Prison
169 = Protoss Fleet Beacon
170 = Protoss Arbiter Tribunal
171 = Protoss Robotics Support Bay
172 = Protoss Shield Battery
173 = Khaydarin Crystal Formation
174 = Protoss Temple
175 = Xel'Naga Temple
176 = Mineral Field (Type 1)
177 = Mineral Field (Type 2)
178 = Mineral Field (Type 3)
179 = Cave
180 = Cave-in
181 = Cantina
182 = Mining Platform
183 = Independant Command Center
184 = Independant Starport
185 = Independant Jump Gate
186 = Ruins
187 = Kyadarin Crystal Formation
188 = Vespene Geyser
189 = Warp Gate
190 = PSI Disruptor
191 = Zerg Marker
192 = Terran Marker
193 = Protoss Marker
194 = Zerg Beacon
195 = Terran Beacon
196 = Protoss Beacon
197 = Zerg Flag Beacon
198 = Terran Flag Beacon
199 = Protoss Flag Beacon
200 = Power Generator
201 = Overmind Cocoon
202 = Dark Swarm
203 = Floor Missile Trap
204 = Floor Hatch
205 = Left Upper Level Door
206 = Right Upper Level Door
207 = Left Pit Door
208 = Right Pit Door
209 = Floor Gun Trap
210 = Left Wall Missile Trap
211 = Left Wall Flame Trap
212 = Right Wall Missile Trap
213 = Right Wall Flame Trap
214 = Start Location
215 = Flag
216 = Young Chrysalis
217 = Psi Emitter
218 = Data Disc
219 = Khaydarin Crystal
220 = Mineral Cluster Type 1
221 = Mineral Cluster Type 2
222 = Protoss Vespene Gas Orb Type 1
223 = Protoss Vespene Gas Orb Type 2
224 = Zerg Vespene Gas Sac Type 1
225 = Zerg Vespene Gas Sac Type 2
226 = Terran Vespene Gas Tank Type 1
227 = Terran Vespene Gas Tank Type 2
Attack Speeds
Code
Attack Speed (in average attacks per minute)
*with attack speed upgrade
Devourer 8
Tank (Sieged) 13
Valkyrie 15
Reaver 15
Arbiter 21
Interceptor 26
Lurker 26
Tank 26
Sunken Colony 29
Guardian 31
Wraith (ground) 31
Scout (ground) 31
Dark Templar 31
Battlecruiser 31
Mutalisk 31
Vulture 32
Dragoon 32
Infested Kerrigan 39
Goliath 42
Ghost 42
Photon Cannon 42
Wraith (air) 42
Scout (air) 43
Tassadar 43
Zealot 43
Firebat 43
Archon 47
Ultralisk 54
Broodling 61
Marine 62
Hydralisk 62
Spore Colony 62
Missile Turret 62
Firebat (stim) 83
Corsair 102
Marine (stim) 105
Zergling 113
Zergling* 166
*with attack speed upgrade
Devourer 8
Tank (Sieged) 13
Valkyrie 15
Reaver 15
Arbiter 21
Interceptor 26
Lurker 26
Tank 26
Sunken Colony 29
Guardian 31
Wraith (ground) 31
Scout (ground) 31
Dark Templar 31
Battlecruiser 31
Mutalisk 31
Vulture 32
Dragoon 32
Infested Kerrigan 39
Goliath 42
Ghost 42
Photon Cannon 42
Wraith (air) 42
Scout (air) 43
Tassadar 43
Zealot 43
Firebat 43
Archon 47
Ultralisk 54
Broodling 61
Marine 62
Hydralisk 62
Spore Colony 62
Missile Turret 62
Firebat (stim) 83
Corsair 102
Marine (stim) 105
Zergling 113
Zergling* 166
Kill Score
Code
TERRAN
(Men)
Marine: 100
Ghost: 350
Vulture: 150
Goliath: 400
Siege Tank: 700
SCV: 100
Firebat: 200
Medic: 250
Wraith: 800
Science Vessel: 1250
Dropship: 600
Battlecruiser: 2400
Valkyrie: 800
Gui Montag: 400
Civilian: 10
Sarah Kerrigan: 700
Alan Schezar: 800
Jim Raynor (Vulture): 300
Jim Raynor (Marine): 200
Tom Kazansky: 1600
Magellan: 2500
Edmund Duke (Tank): 1400
Arcturus Mengsk: 4800
Hyperion: 4800
Norad II: 4800
Samir Duran: 700
Alexei Stukov: 700
Gerard DuGalle: 4800
(Special)
Vulture Spider Mine: 25
(Buildings)
Command Center: 1200
Supply Depot: 150
Refinery: 150
Barracks: 225
Academy: 300
Factory: 600
Starport: 600
Science Facility: 825
Engineering Bay: 195
Armory: 300
Missile Turret: 150
Bunker: 150
(Addons)
Comsat Station: 225
Nuclear Silo: 225
Control Tower: 300
Covert Ops: 225
Physics Lab: 225
Machine Shop: 225
(Special Buildings)
Norad II (Crashed): 5000
Ion Cannon: 5000
Psi Disruptor: 3600
Power Generator: 600
(Independent)
Independent Starport: 10
ZERG
(Men)
Zergling: 50
Hydralisk: 350
Ultralisk: 1300
Broodling: 25
Drone: 100
Defiler: 450
Infested Terran: 400
Lurker: 500
Overlord: 200
Mutalisk: 600
Guardian: 1100
Queen: 800
Scourge: 200
Devourer: 1100
Matriarch: 1600
Infested Kerrigan: 4000
Unclean One: 900
Devouring One: 100
Hunter Killer: 500
Torrasque: 2600
Kukulza (Mutalisk): 1200
Kukulza (Guardian): 2200
Yggdrasill: 400
Infested Duran: 700
(*)
Larva: 10
Egg: 25
Cocoon: 10
(Buildings)
Infested Command Center: 900
Hatchery: 900
Lair: 1200
Hive: 1500
Nydus Canal: 225
Hydralisk Den: 300
Defiler Mound: 450
Greater Spire: 1350
Queen's Nest: 525
Evolution Chamber: 120
Ultralisk Cavern: 825
Spire: 750
Spawning Pool: 225
Creep Colony: 120
Spore Colony: 195
Sunken Colony: 240
Extractor: 75
(Special Buildings)
Overmind (With Shell): 10000
Overmind: 10000
Mature Crysalis: 5000
Cerebrate: 2500
Cerebrate Daggoth: 2500
Overmind Cocoon: 4000
PROTOSS
(Men)
Dark Templar: 650
Dark Archon: 1300
Probe: 100
Zealot: 200
Dragoon: 500
High Templar: 700
Archon: 1400
Reaver: 800
Corsair: 700
Shuttle: 400
Scout: 1300
Arbiter: 2050
Carrier: 1900
Observer: 450
Dark Templar (Hero): 400
Zeratul (Dark Templar): 800
Tassadar/Zeratul (Archon): 2800
Fenix (Zealot): 400
Fenix (Dragoon): 1000
Tassadar (Templar): 1400
Mojo (Scout): 2600
Warbringer (Reaver): 1600
Gantrithor (Carrier): 3800
Danimoth (Arbiter): 4100
Aldaris (Templar): 1400
Artanis (Scout): 2400
Raszagal (Corsair): 1300
(Buildings)
Nexus: 1200
Robotics Facility: 900
Pylon: 150
Assimilator: 150
Observatory: 525
Gateway: 225
Photon Cannon: 300
Citadel of Adun: 600
Cybernetics Core: 300
Templar Archives: 750
Forge: 300
Stargate: 900
Fleet Beacon: 1050
Arbiter Tribunal: 1350
Robotics Support Bay: 375
Shield Battery: 150
(Special Buildings)
Stasis Cell/Prison: 5000
Protoss Temple: 5000
Xel'Naga Temple: 5000
Warp Gate: 2000
NEUTRAL UNITS
(Critters)
Rhynadon (Badlands): 10
Bengalaas (Jungle): 10
Scantid (Desert): 10
Kakaru (Twilight): 10
Ragnasaur (Ash World): 10
Ursadon (Ice World): 10
(Men)
Marine: 100
Ghost: 350
Vulture: 150
Goliath: 400
Siege Tank: 700
SCV: 100
Firebat: 200
Medic: 250
Wraith: 800
Science Vessel: 1250
Dropship: 600
Battlecruiser: 2400
Valkyrie: 800
Gui Montag: 400
Civilian: 10
Sarah Kerrigan: 700
Alan Schezar: 800
Jim Raynor (Vulture): 300
Jim Raynor (Marine): 200
Tom Kazansky: 1600
Magellan: 2500
Edmund Duke (Tank): 1400
Arcturus Mengsk: 4800
Hyperion: 4800
Norad II: 4800
Samir Duran: 700
Alexei Stukov: 700
Gerard DuGalle: 4800
(Special)
Vulture Spider Mine: 25
(Buildings)
Command Center: 1200
Supply Depot: 150
Refinery: 150
Barracks: 225
Academy: 300
Factory: 600
Starport: 600
Science Facility: 825
Engineering Bay: 195
Armory: 300
Missile Turret: 150
Bunker: 150
(Addons)
Comsat Station: 225
Nuclear Silo: 225
Control Tower: 300
Covert Ops: 225
Physics Lab: 225
Machine Shop: 225
(Special Buildings)
Norad II (Crashed): 5000
Ion Cannon: 5000
Psi Disruptor: 3600
Power Generator: 600
(Independent)
Independent Starport: 10
ZERG
(Men)
Zergling: 50
Hydralisk: 350
Ultralisk: 1300
Broodling: 25
Drone: 100
Defiler: 450
Infested Terran: 400
Lurker: 500
Overlord: 200
Mutalisk: 600
Guardian: 1100
Queen: 800
Scourge: 200
Devourer: 1100
Matriarch: 1600
Infested Kerrigan: 4000
Unclean One: 900
Devouring One: 100
Hunter Killer: 500
Torrasque: 2600
Kukulza (Mutalisk): 1200
Kukulza (Guardian): 2200
Yggdrasill: 400
Infested Duran: 700
(*)
Larva: 10
Egg: 25
Cocoon: 10
(Buildings)
Infested Command Center: 900
Hatchery: 900
Lair: 1200
Hive: 1500
Nydus Canal: 225
Hydralisk Den: 300
Defiler Mound: 450
Greater Spire: 1350
Queen's Nest: 525
Evolution Chamber: 120
Ultralisk Cavern: 825
Spire: 750
Spawning Pool: 225
Creep Colony: 120
Spore Colony: 195
Sunken Colony: 240
Extractor: 75
(Special Buildings)
Overmind (With Shell): 10000
Overmind: 10000
Mature Crysalis: 5000
Cerebrate: 2500
Cerebrate Daggoth: 2500
Overmind Cocoon: 4000
PROTOSS
(Men)
Dark Templar: 650
Dark Archon: 1300
Probe: 100
Zealot: 200
Dragoon: 500
High Templar: 700
Archon: 1400
Reaver: 800
Corsair: 700
Shuttle: 400
Scout: 1300
Arbiter: 2050
Carrier: 1900
Observer: 450
Dark Templar (Hero): 400
Zeratul (Dark Templar): 800
Tassadar/Zeratul (Archon): 2800
Fenix (Zealot): 400
Fenix (Dragoon): 1000
Tassadar (Templar): 1400
Mojo (Scout): 2600
Warbringer (Reaver): 1600
Gantrithor (Carrier): 3800
Danimoth (Arbiter): 4100
Aldaris (Templar): 1400
Artanis (Scout): 2400
Raszagal (Corsair): 1300
(Buildings)
Nexus: 1200
Robotics Facility: 900
Pylon: 150
Assimilator: 150
Observatory: 525
Gateway: 225
Photon Cannon: 300
Citadel of Adun: 600
Cybernetics Core: 300
Templar Archives: 750
Forge: 300
Stargate: 900
Fleet Beacon: 1050
Arbiter Tribunal: 1350
Robotics Support Bay: 375
Shield Battery: 150
(Special Buildings)
Stasis Cell/Prison: 5000
Protoss Temple: 5000
Xel'Naga Temple: 5000
Warp Gate: 2000
NEUTRAL UNITS
(Critters)
Rhynadon (Badlands): 10
Bengalaas (Jungle): 10
Scantid (Desert): 10
Kakaru (Twilight): 10
Ragnasaur (Ash World): 10
Ursadon (Ice World): 10
Unit Spells
This information should all be transferred to the three pages on Spells (if it isn't already there). This should then link to those pages.Code
- 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 locking 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 Matrix -
*Science vessels will use this on a unit that is nearby, is missing over half its total HP/SP and is currently attacking another unit or structure. (The attacking unit can also be a hero unit)
*The unit that is attacking has to be a higher level unit like a goliath, dragoon, or wraith (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)
*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 locking 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 Matrix -
*Science vessels will use this on a unit that is nearby, is missing over half its total HP/SP and is currently attacking another unit or structure. (The attacking unit can also be a hero unit)
*The unit that is attacking has to be a higher level unit like a goliath, dragoon, or wraith (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)
External Links
http://en.wikibooks.org/wiki/StarCraft:UnitsHyper Triggers
Hyper triggers are triggers that utilize Wait actions to speed up the check rate of triggers at up to 8.0 times per "game-time" second, or 11.9 times in real-time seconds (fastest game speed with wait(0); actions).
Normally the trigger cycle only occurs once every two seconds, but when a Wait action "waits" the trigger cycle repeats prematurely. A hyper trigger is simply a collection of waits that are constantly activating, making the trigger cycle occur as fast as Starcraft will allow, or however fast the mapmaker chooses.
Common Hyper
The most commonly used method of creating hyper triggers only requires one player without other wait triggers. Note, however, that there is a disadvantage to having waits constantly being activated. A player can only have one Wait action waiting at any given time, so hypers can cause extreme wait blocks.The player who the hyper triggers are assigned to will not be able to reliably use any other Wait actions. For this reason it is highly recommended that hyper triggers not be set to All Players or any of the Forces, as these options simply copy the trigger over to multiple players.
In order to bypass the restriction of not being able to use waits, death counters-- as a timer-- are often used in their place.
Another possible problem with this form of hyper trigger is the next ending occurence, or "NEO" for short, which is a moment where the hyper triggers lapse, and the normal 2 second cooldown between trigger cycles occurs. This can be mostly avoided by adding extra copies of the hyper trigger. NEO is explained below. To avoid a quick NEO there only needs to be three copies of the hyper trigger, any more is simply a waste of space.
Hyper triggers are usually made like this:
Switch Hypers
This method of hyper triggers does not have a NEO. It is not quite as simple, however, and it requires an additional player with no other wait triggers. This method will also never cause wait blocks. At the most this method will add a fifth of a second to the wait, although while the wait occurs the hyper triggers will turn off, this method also gives the ability to turn the hyper triggers on and off without having to wait for them to turn off.Calculating the NEO
The frequency of the NEO (in seconds) can be calculated by finding the power (number of copies of the hyper triggers) of the number of wait conditions in a single hyper trigger plus one, then by finding the product of the result and 0.084 (the speed of the hyper trigger cycle in milliseconds).NEO = (x + 1)n * 0.084 seconds; x < 64, n > 0
In this example, I have 4 copies of hyper triggers with 62 waits per hyper trigger which will look like this:
[62][62][62][62]
[]=hyper trigger
62=# of wait actions
NEO = (62 + 1)4 * 0.084 seconds
NEO = 634 * 0.084 seconds
NEO = 15792161 * 0.084 seconds
NEO = 1323248.724 seconds
1323248.724 seconds is around 367.56909 hours, which is over two weeks of a grace period before the NEO comes around. Nobody in their right mindset will play a map for over two weeks straight, usually.
Adding one more copy increases the grace period to over two and a half years, but as a general rule, four copies will be sufficient.
Hyper Triggers and Map Lag
Often, complex maps or maps that require actions every trigger cycle will cause map lag, due to the CPU load of running triggers 12 times every 1.008 seconds. Fortunately with hyper triggers, the Wait time can be customized to determine how many cycles per second the triggers will run. Since in most cases it is not necessary to run hyper triggers as fast as Starcraft allows, unintentional map lag is often caused by attempting to run triggers faster than is necessary.Most of this misunderstanding seems to be centered on a confusion around what the Wait action actually does. When the computer comes across a wait action it will run a full trigger cycle at approximately 1/12th of a second, then wait the alotted time. An isolated Wait(0) action will thus run two trigger cycles at 1/12th of a second, whereas an isolated Wait(168) action will run one cycle at 1/12th of a second and one cycle after waiting 1/6th of a second.
Basically, Starcraft always runs triggers at 1/12th of a second, regardless of how long the cooldown between trigger cycles is. The Wait action, when used properly, customizes this cooldown to whatever the mapmaker wishes, with a minimum of 84 milliseconds. Common hypers at Wait(84) are thus equivalent to hypers set at Wait(0), simply because the trigger cycle in Starcraft will NOT repeat faster than 84 milliseconds.
Applying this understanding, say you wanted to run a trigger cycle 6 times every second instead of 12 throughout the entire game. You would use something similar to the common hypertrigger above, except with your wait set at 168 milliseconds instead of 84 or 0 milliseconds:
Four times every 1.008 seconds would be 252 milliseconds, three times would be 336 milliseconds, etc.
Using the knowledge on this page it is possible to fully customize when and how fast your triggers are running, eliminate map lag and optimize trigger timing. Using a combination of simple hyper triggers and switch hyper triggers, an understanding of how adding more Wait actions influences how many trigger cycles will reset prematurely, and varying wait times, a mapmaker has total control.
Wait Blocks
Wait Blocks
"Wait blocks" is a common term for a wait action problem that many mappers face when their maps become more complex.Exactly what happens during a wait block is not entirely clear, but some of it has been figured out.
Any given player can only run one wait action at a time. Additional waits trying to run will be delayed, or blocked.
The most common wait block occurs when players use hyper triggers in conjunction with other triggers containing waits. Generally what happens is when their trigger with the wait action runs, it doesn't finish for a very long time.
How do I avoid wait blocks?
Set up your hypers triggers correctly: (only if you're using them)- The simplest way is to have the hyper triggers owned by a player that doesn't have any other wait actions. Hyper triggers are typically given to a computer player, in order for the human players to be able to use waits.
- If all players are using waits you have give the hyper triggers to "All Players" and move them to the bottom of the trigger list.
(In ScmDraft 2 this works by marking every player, force and All Players and then mark a hyper trigger and hold the 'o' key until it reached the end; or delete and remake the hyper triggers. That way they are automatically last in the list.)
Note that this method still fails if each player is running a wait the same time. Then the hyper trigger effect will be disabled until one of the waits is finished.
Substitute your waits with other forms of timers:
- with Death Counters (recommended)
- order a unit to move from Point A to Point B. When it reaches point B, activate the trigger and move the unit back to Point A.
- using the countdown timer.
- set a terran building to < 30% hitpoints. When it burned down, activate the trigger and recreate the building
What's happening during a wait block?
Triggers run actions one at a time.When a trigger in the trigger list contains a wait, before StarCraft begins the "waiting" process, the trigger engine decides to check all the triggers before this one (in the trigger list) to see if their conditions are fulfilled. If any trigger's conditions are fulfilled, those triggers run before the "waiting".
Theoretically, these 2 triggers should run like this:
1. Create 1 Marine.
2. Display text message: "Hello!"
3. Create 1 Marine (hit the wait, before the wait this runs).
4. Waiting 1000 milliseconds.
5. Display text message:"Good-bye!"
That would be 1 trigger cycle (going through all the triggers once).
Example
When there's a wait instead of a marine creation trigger or a hyper trigger, the waits could go on longer, perhaps even "never" end.
Counter Arithmetic
It is possible to do basic mathematical operations with triggers. Refer to the map Binary Calculator for an example of add, subtract, multiply, and divide.
Binary Countoffs can be used to speed up these calculations.
Addition
Adding two counters is fairly simple. All you need to do is subtract from one counter while adding to the other.As an example, suppose you have two counters, minerals and gas, set to 10 and 8 respectively, and you need to add gas to minerals.
It is possible to do this with a single trigger.
This trigger will need to be allowed to run untill gas reaches zero in order to get the correct sum. The use of hyper triggers will speed up this process greatly.
If you need to have this operation finish in one trigger cycle, you can copy this trigger many times, or use a binary countoff.
Subtraction
Subtraction can be done similarly to addition. Instead of subtrating from one counter and adding to the other, subtract from both counters. A problem with this method of subtraction is that it will not handle negative numbers. If the subtrahend is larger than the minuend, the result will incorrectly be zero.Subtraction With Negatives
Since negative values are common when dealing with subtraction, and StarCraft's counter system won't deal with them, your system will need to be able to.The above subtraction method, with no regard for negative numbers, will attempt to keep subtracting when it is not possible to do so. For example, if you're trying to subtract 5 from 2, the system will attempt to subtract one from the result thee times when it is already zero, which will not change it.
To counter this, simply prevent the system from doing it. When the number being subtracted from reaches zero, stop.
The other counter will still have a positive value. If you use your imagination and pretend that this value is negative, then this is your result.
Multiplication
For this method of multiplication, you will need additional counters.Check if either of the numbers are 0 before you start, as this indicates that the result will be zero.
If the numbers (minerals and gas) are non-zero, then do the following operations:
1) Add the amount of gas to a Result counter and to a Storage counter.
2) Subtract 1 from minerlals.
3) Use the Storage counter to restore the amount of gas.
4) Repeat steps these untill the amount of minerals is zero.
For this operation to happen in a reasonable amount of time, you will almost certainly need to use binary countoffs. If the numbers are very large, it may also be necessary to copy the entire system a few times over to speed up the calculation.
Division
Divide is similar to multiply.Just subtract the denominator from the numerator, and add 1 to the result. Repeat this untill the numerator reaches zero.
You can store the amount subtraced during the last cycle in another counter if you want a remainder.
Running StarCraft Mods
How to Run a StarCraft Mod
In this tutorial you will learn how to run the mods, also known as customs. It's quite simple. Obviously you'll need to download your custom first, and extract it out of its ZIP file if it came in one. The customs we host will have a recommended patch number displayed on their pages. If you don't have the recommended patch version, the custom may or may not run properly. In that case, try downgrading or upgrading to the recommended patch version.Step 1: The Two Main Methods
There are two main ways an author can distribute their custom.
Have a look at what you downloaded. Look for a file with an EXE extension or an MPQ extension. This file is your custom file.
Step 2a: EXE Method
» If your custom has an EXE extension...All you need to do is double click the EXE. The custom automatically executes StarCraft with all the changes contained in the custom.
Step 2b: MPQ Method
» If your custom has an MPQ extension...You will require MPQDraft to run this custom. You can find MPQDraft in the DLDB
Step 3: Loading the Mod
MPQDraft doesn't need to install itself, so once you've downloaded it, just run MPQDraft.exe. Click on 'Load MPQ Patch'
Step 4: Selecting StarCraft as the Component
Select the program StarCraft, and the component StarCraft, as shown in this diagram. Then click next.
Step 5: Selecting the MPQ
Click 'Browse for MPQs.' I'm sure you will be familiar with the open file dialog box that comes up. Use that dialog box to select the MPQ custom file that you downloaded, and click next to continue.
Step 6: Loading the Mod
Click finish. StarCraft will run with all the changes included in the custom.
External Links
SCORG Tutorial: Running StarCraft ModsFog of War
StarCraft maps have a Fog of War layer, which can be used to reveal parts of the map. When playing the single player missions, you may have noticed that certain buildings are visible on the mini-map, despite your units not ever having seen them. This was done by "cutting out" a piece of the fog of war over the building.
Typically, map makers never touch the Fog of War layer, and if/when they do, they either remove a small chunk to reveal a building, or remove all of it.
What they don't realize is that other effects can be achieved with this layer.
Editing the Fog
Simply go to the Fog of War layer and click in the main window. Clicking will toggle the fog between on and off for the player you have selected.If you hold down Ctrl you can edit the fog for all players at once.
Completely covering a large map with a Fog of War pattern can take quite some time. You can edit the size of the Fog of war brush the same way you do it with other Brushes.
If you want to make a large grid, like shown in the first picture of "Darkness degrees" beneath, first make all horizontal lines with a brush size of 100/1 than make all vertical lines with a brush size of 1/100, or bigger. It depends on the size of your map.
If you want all the players to have the effect visible, make sure to hold down Ctrl when you edit the fog. If you don't, you'll end up having to repeat the entire process for the other players.
The fog of war in SCMDraft 2 ------------- The fog of war in StarCraft.

Darkness degrees
The fog of war isn't strictly all-or-nothing. By making a pattern in the fog of war layer, you can create various levels of darkness.




Mini-map Appearance
Each terrain tile shown on the in-game mini-map can be either unrevealed (Black), partly revealed (Grayscale), or revealed (Color).Using the technique shown above will give your unrevealed mini-map a distinctive "pixelated" look.

SCMDraft 2
With SCMDraft 2 you can reveal or un-reveal the entire map at once.
Crashlist
All of the things listed here can/will cause StarCraft to crash.
If your map is crashing and you can't figure out why, go down this list and make any fixes necessary.
Unit/Sprite Related Crashes
- Setting a building's max HP to zero. (Windows-only crash.)
- Setting a unit's build time to zero and viewing the unit production bar while the unit is being trained. (Windows-only crash.)
- Placing certain units on the map.
- Placing certain sprites on the map. (Example: Psionic Storm, Grenade Shot Smoke, White Circle)
- Placing extended units or sprites on the map. (Buffer overflow)
- Placing units for extended players. (Buffer overflow)
- Disabling certain units.
- Clicking on Flags with high index player colors. (Buffer overflow)
- Clicking on any extended unit. (Buffer overflow)
- Clicking on a unit sprite with negative HP.
- Clicking on a unit with 8388607 HP and a nonzero HP flag (small box next to HP box).
- Giving units from one player to another just as they hatch or are finished building.
- Placing certain disabled unit sprites on the map. (Example: Protoss Archon, Protoss Pylon, Terran Siege Tank, etc.)
Map Setting Crashes
- Making a map with both dimensions non-standard sizes. (Standard sizes are 64, 96, 128, 192, 256.) This only crashes without data in the terrain and mini-map buffers from a standard-sized map. (In other words, play a normal-sized map before playing a odd-sized map in order to avoid the crash.)
- Setting an active player's race to an invalid one. (Buffer overflow)
- Setting an active player's controller to an invalid one. (Buffer overflow)
- Setting an active player's color to an invalid one.
- Invalid terrain. Can happen when making picture maps.
Other Crashes
- Attempting to use Play WAV with strings that don't exist in the map. (String pointer is beyond max strings (default: 1024))
- Displaying text that is mapped to a non-existent string. (String pointer is beyond max strings (default: 1024))
- Initiating non-existent triggers. (Buffer overflow)
- Displaying illegal/invalid portraits. (Buffer overflow)
- Placing non-existent terrain tiles. (Buffer overflow)
- Running conditions that read as a buffer overflow and reach non-readable memory.
- Saving the game in a map with more than 65535 triggers.
Forces
Description
Forces provide an easy way to organize different players in a scenario. You can also uses Forces to assign starting alliances between different players or to create Triggers that only affect one Force or another. Usually, it's a good idea to separate opposing players into different Forces. When players join a scenario game with Forces, they will see their Force name listed in the pre-game chatroom and can join any Force with an open human slot. While in the game lobby, if a computer player is in the same force as human players, the players in that force will not be able to change forces or move down in their current force.By default, all players are a part of the same Force. To assign a player to a different Force, open up the Forces dialog and drag the player's name to the Forces box that you want them to join. You can also rename the Forces from the Forces dialog, and set several options for each Force.
There is a max of four different forces.
Force Options
The different options available for Forces are:Allies - All players in the Force start out allied with each other, and their units will not attack each other.
Computers in the same force as humans will not be allied to them.
Computers in different forces as other computers will still be allied to them.
Allied Victory - All players in the Force start with Allied Victory turned on. Allied Victory settings affect the Opponents Condition. If you want to make a map that allows for allied victory, you should use the Opponents Condition in your Victory Triggers.
Random Start Location - All players in the Force will be assigned a random starting location.
Shared Vision - All players in the Force start out with Shared Vision turned on. Each player can see everything that the other players see, including cloaked and hidden units.
Note that these options (other than Random Start Location) are identical to the options in the Diplomatic Settings in the game. Players in the same Force can change their own settings once they are in the game.
Strings
Strings are sequences of text. StarCraft maps use strings for virtually every piece of custom text. Strings can include various control codes to change their alignment, color, and visibility. Maps have string tables, where custom strings are stored.
String usage
The following elements are stored as strings:- Map title and description
- Force names
- Locations (even if unnamed)
- The "Anywhere" location
- Custom Switch names
- Custom unit names
- All text used in the Comment, Display Text Message, Leaderboard, Set Mission Objectives, Set Next Scenario, and Transmission trigger actions
- All text used in the Mission Objectives, Text Message, and Transmission mission briefing actions
- WAV sound paths
String limits
StarEdit and StarForge both limit mappers to 1024 individual strings. StarEdit additionally limits all strings to 1024 bytes. (That is, 1024 characters including control codes.) SCMDraft and both of the Uberation programs support an unlimited number of strings. However, the total size of all strings cannot exceed 65536 bytes.Each character in a string (including control codes) takes up one byte of data. Each string has a two-byte offset value and a one-byte null terminator (which marks the end of the string). So the string "Hello", for example, takes up 8 bytes.
Some third-party map editors, such as SCMDraft 2, will automatically recycle strings that are exact duplicates of each other (whitespace and control codes included). So if someone uses the string "Hello" eight times, SCMDraft 2 will only create one string. (Other map editors would create eight identical and useless copies of that string.) This helps keep maps from reaching the string limit.
Saving strings
There are ways to save on strings if you hit the limit.- Set Forces to all share the same name (or leave the default names in).
- Remove names from Switches. You can write down their functions in a text file.
- Remove names from named units that are being used as Death Counters. You can write down their functions in a text file.
- Removing names from Locations will not save strings, but setting all Locations to the same name will. (This could cause problems with SCMDraft 2's Text Trigedit, however.)
- When displaying multiple variables at once via Display Text Message, do not have multiple variables on the same line. (If you do, then you need to create a string for every possible combination of both values.)
Map Limits
Map limits:
- Location limit: 254 (+ Anywhere = 255)
- String limit: 1024 in StarEdit/XtraEdit (Variable in other editors, see Strings)
- Trigger limit: 65535 (This is the number of Triggers that a map can have until Starcraft crashes while saving the game.)
- Minimum working map size: 1x6
- Maximum working map size: 256x256
- StarEdit Unit limit: 1650
- CHK load Unit limit: 1700 (This does not include Start Locations)
- StarCraft Unit limit: 1700 (This does not include Start Locations)
- StarEdit Sprite limit: 250
- CHK load Sprite limit: 499 (This is the number of Pure Sprites starcraft will load which obviously includes the sprites that are on some doodads like the tree doodads. If ever you over-pass this limit, Starcraft will ignore the last sprites created)
- StarCraft Sprite limit: 2500
- StarCraft Image limit: 5000
- StarCraft Weapon limit: 100 (cutoff of 80 for Valkyries)
- Unit HP range:
-8 388 608 to 8 388 607.5 - Protoss Shield range:
0 to 65 535 - Mineral/Gas cost range:
0 to 65 535 - Build time range:
0 to 65 535 - Armor range:
0 to 255 (+255 with upgrades) - Upgrades range:
0 to 255 - Resource range for Mineral Fields and Geysers:
0 to 65 535 - Damage range:
0 to 65 535 (+ 65 535 bonus * 255 upgrades) - Number Value (Wait, Set Deaths, Set Mineral Amount, Scores, etc.) range:
-2 147 483 648 to 2 147 483 647
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