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Modding Assistance
Modding Assistance
For giving or receiving assistance in making mods.
Moderators: Administrators, Global Moderators , EzDay281, Voyager7456
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Pinned Topics

The Necromodicon [WIP]
 Comprehensive modding tutorial for beginners
6 499 Jul 15 2017, 6:46 pm
Voyager7456
Sep 4 2017, 12:06 am
Voyager7456

How to Write a Starcraft MOD
 A Quick and Easy Tutorial For Beginners
40 36184 Aug 31 2007, 4:20 am
DT_Battlekruser
Jul 20 2011, 8:35 am
vnghia

Game Balance Guides
 
12 7058 Feb 23 2009, 6:22 pm
Ix~
Mar 18 2009, 7:10 am
Ix~

How to Creat Custom SC Graphic
 -Restored Tutorial
25 21012 Jul 18 2008, 2:10 am
NirvanaJung
Oct 15 2008, 2:34 pm
alayou
Forum Topics

Pr0nogo's GPTP Questions
 C++ more like D- lmao
8 249 Sep 4 2017, 6:44 am
Pr0nogo
Sep 11 2017, 4:21 pm
Pr0nogo

Problem with sound files
 
1 59 Sep 7 2017, 10:17 am
ethelion
Sep 9 2017, 12:34 pm
ethelion

1.20 Original Portraits Mod
 Mod showing the original unit portraits in the new UI instead of
5 189 Aug 24 2017, 12:30 pm
savage2600
Aug 26 2017, 8:55 pm
savage2600

WinMPQ-like tool for 1.19?
 
0 120 Aug 13 2017, 2:23 am
trgk
Aug 13 2017, 2:23 am
trgk

Mineral and Vespene Icons
 Where are these located?
8 269 Aug 3 2017, 3:43 am
Soul Filcher
Aug 4 2017, 7:07 pm
Black_Overseer

Units and Turrets
 More or less, combining several models
3 172 Jul 16 2017, 6:21 pm
LoveLess
Jul 16 2017, 7:30 pm
Voyager7456

Scripting work animations
 
12 533 Jun 30 2017, 12:27 am
Pr0nogo
Jul 1 2017, 1:55 am
Pr0nogo

A few spriting questions
 
4 351 Jun 27 2017, 6:12 pm
Augustus Valium
Jun 28 2017, 12:43 am
Pr0nogo

Looking for GRP collaboration
 
13 682 Jun 19 2017, 3:48 am
Voyager7456
Jun 22 2017, 12:31 am
BeatMeistro

Smacker tools download link
 A request for a download link or file of these
9 472 Jun 12 2017, 6:45 pm
Augustus Valium
Jun 18 2017, 2:19 am
Augustus Valium

Two firegraft plugin requests
 
76 2475 Apr 17 2017, 8:04 am
Pr0nogo
Jun 13 2017, 10:11 pm
Pr0nogo

Fixing corrupt/sparkling pixels in custom terrain
 
4 521 May 28 2017, 2:49 am
Pr0nogo
May 29 2017, 2:54 pm
Voyager7456

New Patch Questions
 
2 351 May 15 2017, 4:05 pm
SCRuler
May 20 2017, 12:48 am
O)FaRTy1billion[MM]

To Slay the Beast AI Script
 
0 235 Apr 26 2017, 9:19 pm
Nekron
Apr 26 2017, 9:19 pm
Nekron

StarEdit Modding Questions
 StarEdit Modding Questions
0 222 Apr 25 2017, 11:09 pm
Pauper
Apr 25 2017, 11:09 pm
Pauper

Making right-click issue a rally point order
 
3 357 Apr 18 2017, 2:57 am
Pr0nogo
Apr 19 2017, 3:09 am
KYSXD

When I reboot my computer
 Both Winmpq, Datedit, and Firegraft are not working anymore
14 758 Apr 3 2017, 9:06 pm
Rawflesh0615
Apr 5 2017, 8:56 pm
Voyager7456

Unit Building Restrictions
 Or, "How do you make a limit on the number of a particular u
4 504 Feb 2 2017, 9:58 pm
tehkain
Mar 27 2017, 12:49 am
Corbo

Various Modding Questions
 Need to fix those to finish my mod =)
12 1036 Jan 23 2017, 4:11 pm
DirectShift
Feb 15 2017, 11:23 pm
DirectShift

Firegraft replaces cmdicons
 
9 685 Feb 6 2017, 12:05 am
DirectShift
Feb 15 2017, 10:56 pm
Corbo

Need help for changing frame
 
13 1113 Jan 25 2017, 2:54 pm
blackknight2
Jan 30 2017, 6:38 am
O)FaRTy1billion[MM]

Looking for old GRP Files
 From an "emo" mod including Zealot and Sarah Kerri
5 2259 May 17 2014, 3:52 am
Sand Wraith
Jan 23 2017, 10:02 am
verssuss

Building morphs in Firegraft
 
7 832 Jan 16 2017, 7:31 am
Zoko-TkZ
Jan 19 2017, 4:47 am
KYSXD

scaiedit limitations
 can a protoss AI build tanks?
3 473 Jan 12 2017, 7:33 pm
DirectShift
Jan 13 2017, 5:03 pm
IskatuMesk

tbl editing
 
4 611 Jan 5 2017, 9:24 pm
Zoko-TkZ
Jan 5 2017, 10:49 pm
Zoko-TkZ

Iscript sprites -> max number of frames is 255?
 
7 639 Jan 5 2017, 12:27 am
DirectShift
Jan 5 2017, 9:37 pm
DirectShift

Pages: 1 2 323 >

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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
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