Staredit Network > Starcraft I Database > File: BattleCraft Factions FFA

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BattleCraft Factions FFA
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Filename: BattleCraft Factions 1.40.scx
Filesize: 107.39KB

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File Information
General
Uploaded on:Dec 6 2009, 1:48 pm
Uploaded by:MadZombie
Author:Not Given.
Downloads:60

Map-Data
Tileset:Ice World
Dimension:128x128

Forces
Resentful Factions
Human (Protoss)
Human (Protoss)
Human (Protoss)
Human (Protoss)
Messengers of Destruction
Computer (Terran)
Neutral (Protoss)
Curious Bystanders [Ver 1.40]
Human (Zerg)
Human (Terran)
Force 4

Map-Statistics
Units:503
Triggers:1356
Locations:250
Strings:675
File Description
The same thing as the normal battle craft except the lanes have been changed, added different modes, and most non hero units are created from their respected building with only most hero units being on tile selection.

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[07:36 pm]
Ahli -- beacons are unclickable when disabled. To make the beacon's non-light areas appear as cloaked, simply gain vision with them via a detector for a brief moment, e.g. at map start
[06:21 pm]
jjf28 -- many units can be cloaked with the disable-disable-enable trick, dunno if beacon is one of them
[05:46 pm]
MTiger156 -- Psychic_Genius
Psychic_Genius shouted: Hello all :D hey I have a question. How do you cloak a beacon so you just see how it glows? i remember it was disabling doodad state. But its not cloaking it.
doodad state is used to open/close installation doors. cloaking a beacon (or any unit) can be done with special EUD software such as T-Warp's editor http://www.staredit.net/topic/17518/ modify advanced properties to include "permanent cloak", and the structure of the beacon will be invisible (given that it isnt pre-placed and is owned by a non-shared vision player)
[05:31 pm]
Psychic_Genius -- Im using scmdraft 2
[05:18 pm]
Psychic_Genius -- Hello all :D hey I have a question. How do you cloak a beacon so you just see how it glows? i remember it was disabling doodad state. But its not cloaking it.
[02:57 pm]
poiuy_qwert -- and for units, do they use their starEditPlacementBox for their size, or the unitSize? and I assume they are drawn in the same order as the units on the map?
[02:55 pm]
poiuy_qwert -- sooo, if both dims are <= 64 it renders 4 pixels per tile? which pixels from the tiles other then {7,6}? and if both dims are > 128 it does every other tile gets a pixel?
[11:00 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: it was some other pixels for 64-sized maps
It actually uses 4 pixels for 64x64
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