http://www.staredit.net/wiki/api.php?action=feedcontributions&user=LazymancerTassadisaster&feedformat=atomStaredit Network Wiki - User contributions [en]2024-03-29T10:40:48ZUser contributionsMediaWiki 1.24.1http://www.staredit.net/wiki/index.php?title=Let_Esc,_F10_become_in-game_buttons&diff=595Let Esc, F10 become in-game buttons2017-02-16T10:32:35Z<p>LazymancerTassadisaster: </p>
<hr />
<div>'''To let [Esc] become part of the in-game buttons:'''<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 commands at least 1 infested Duran.<br />
|<br />
*Center Location labeled '9x9 infested duran bazooka' to Infested Duran.<br />
*Preserve Trigger.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 brings at least 1 Infested Duran to '9x9 infested duran bazooka'.<br />
*'Switch bomb' is cleared.<br />
|<br />
*Wait for 9999666 milliseconds.<br />
*Set 'Switch bomb'.<br />
*Preserve Trigger.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description=Use [Esc] key to fire bazooka plus create human player 1 random warrior.<br />
|<br />
*Human Player 1<br />
|<br />
*'Switch bomb' is set.<br />
|<br />
*Create 1 'science vessel BOMB' at '9x9 infested duran bazooka' for neutral player.<br />
*Create 2 'Overlord BOMB' at '9x9 infested duran bazooka' for neutral player.<br />
*Kill all 'science vessel BOMB' for neutral player.<br />
*Kill all 'Overlord BOMB' for neutral player.<br />
*Kill all any unit for Hostile Computer player 2 at '9x9 infested duran bazooka'.<br />
*(Create 1 'random warrior' at 'random warrior base' for Human player 1).<br />
*Clear 'Switch bomb'.<br />
*Preserve Trigger.<br />
}}<br />
After 9999666 milliseconds the bazooka will fire/(random warrior will arrive) automatically, just use some triggers to cancel the bombing or the arrival of random warrior at that moment. Can also use defeat/victory/other triggers if the mission reaches the 9999666th millisecond.<br />
<br />
<br />
<br />
<br />
<br />
'''To let [F10] become part of the in-game buttons:'''<br />
<br />
When 'power overwhelming' or 'black sheep wall' or 'staying alive' is enabling, actually it will need several seconds for the human player to re-type the cheat for disabling it. Use the ways shown at the article 'List of single-player cheats in StarCraft' to detect these cheats. If a human player cannot disable (one of) these cheats quickly, defeat... the only way to competently disable (one of) these cheats is using [F10], [save], then [load] the scenario.<br />
<br />
<br />
'''Anti-[F10]... :'''<br />
<br />
With 'staying alive', any defeat trigger + preserve trigger will still never make a player defeat. If the player uses [F10], [save], [load], the cheat 'staying alive' will be gone then the player will lose unless<br />
The CONDITIONS are no longer be, such as a slain Zeratul Hero has been being on the map again.<br />
<br />
<br />
<br />
[[Category:Tutorials]]</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=Let_Esc,_F10_become_in-game_buttons&diff=594Let Esc, F10 become in-game buttons2017-02-16T06:23:08Z<p>LazymancerTassadisaster: </p>
<hr />
<div>'''To let [Esc] become part of the in-game buttons:'''<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 commands at least 1 infested Duran.<br />
|<br />
*Center Location labeled '9x9 infested duran bazooka' to Infested Duran.<br />
*Preserve Trigger.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 brings at least 1 Infested Duran to '9x9 infested duran bazooka'.<br />
*'Switch bomb' is cleared.<br />
|<br />
*Wait for 9999666 milliseconds.<br />
*Set 'Switch bomb'.<br />
*Preserve Trigger.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description=Use [Esc] key to fire bazooka plus create human player 1 random warrior.<br />
|<br />
*Human Player 1<br />
|<br />
*'Switch bomb' is set.<br />
|<br />
*Create 1 'science vessel BOMB' at '9x9 infested duran bazooka' for neutral player.<br />
*Create 2 'Overlord BOMB' at '9x9 infested duran bazooka' for neutral player.<br />
*Kill all 'science vessel BOMB' for neutral player.<br />
*Kill all 'Overlord BOMB' for neutral player.<br />
*Kill all any unit for Hostile Computer player 2 at '9x9 infested duran bazooka'.<br />
*(Create 1 'random warrior' at 'random warrior base' for Human player 1).<br />
*Clear 'Switch bomb'.<br />
*Preserve Trigger.<br />
}}<br />
After 9999666 milliseconds the bazooka will fire/(random warrior will arrive) automatically, just use some triggers to cancel the bombing or the arrival of random warrior at that moment. Can also use defeat/victory/other triggers if the mission reaches the 9999666th millisecond.<br />
<br />
<br />
<br />
<br />
<br />
'''To let [F10] become part of the in-game buttons:'''<br />
<br />
When 'power overwhelming' or 'black sheep wall' or 'staying alive' is enabling, actually it will need several seconds for the human player to re-type the cheat for disabling it. Use the ways shown at the article 'List of single-player cheats in StarCraft' to detect these cheats. If a human player cannot disable (one of) these cheats quickly, defeat... the only way to competently disable (one of) these cheats is using [F10], [save], then [load] the scenario.<br />
<br />
<br />
'''Anti-[F10]... :'''<br />
<br />
With 'staying alive', any defeat trigger + preserve trigger will still never make a player defeat. If the player uses [F10], [save], [load], the cheat 'staying alive' will be gone then the player will lose unless<br />
The CONDITIONS are no longer be, such as a Zeratul Hero has been being on the map again.<br />
<br />
<br />
<br />
[[Category:Tutorials]]</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=List_of_single-player_cheats_in_StarCraft&diff=593List of single-player cheats in StarCraft2017-02-16T05:59:15Z<p>LazymancerTassadisaster: </p>
<hr />
<div>When playing maps in single-player mode, ''[[StarCraft]]'' provides the player with [[Wikipedia:cheat code|cheat code]]s that may be toggled through the chat console. The following is a '''list of single-player cheats in ''StarCraft''''' along with [[Triggers|trigger]]-based detection and prevention methods for [[UMS]] maps.<br />
<br />
== black sheep wall ==<br />
Reveals the entire map for the player. This cheat can be toggled, but the map will remain explored after its activation.<br />
<br />
To detect this cheat, set up an isolated area. Place an immovable ranged unit for the human player surrounded by [[terrain]] that obstructs its [[vision]]. Behind that terrain, place a unit for the computer player. (For example, the human unit can go on a lower elevation.) Modify HP values if necessary to ensure that the human unit can kill the computer unit in one hit. When the cheat code is activated, the human unit will be able to see and kill the computer unit, and the computer unit's death can be detected by triggers.<br />
<br />
== breathe deep ==<br />
Increases the user's [[Vespene gas]] by 500. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 500 jump in a player's gas; the Set Resources action can be used to undo it.<br />
<br />
== food for thought ==<br />
Allows units to be built regardless of the supply limit, though the 200-per-civilization limit (and [[map max]], obviously) still applies.<br />
<br />
To detect this code, set up a computer player and max out that player's supply for a given race. Have them run an AI script that would make them build units for that race. If a unit is built, then ''food for thought'' must be on.<br />
<br />
== game over man ==<br />
Instantly causes a defeat for the user. Can be detected with triggers and will lead the player to this mission again since the human player will lose after typing this cheat. To detect it:<br />
<br />
Place some indestructible buildings for the computer player 6, plus use several Hypertriggers for human player 1.<br />
{{StarCraft Trigger<br />
|description= Place (particular)invincible units/buildings for Neutral/Rescuable player at first.<br />
|<br />
*Human Player 1<br />
|<br />
*Force 1 (Contain Human Player 1 + Neutral/Rescuable player) commands at most 0 (particular)invincible units/buildings.<br />
|<br />
*Defeat.<br />
*Load 'THIS mission.scx' after completion of current game.<br />
}}<br />
{{StarCraft Trigger<br />
|description= When the (particular)invincible units/buildings are turned into player 1...<br />
|<br />
*Human Player 1<br />
|<br />
*Computer player 6 commands at most 0 indestructible buildings.<br />
*Human player 1 commands at least 1 (particular)invincible units/buildings.<br />
|<br />
*Victory.<br />
}}<br />
{{StarCraft Trigger<br />
|description=Bottommost trigger<br />
|<br />
*Human Player 1<br />
|<br />
*Always.<br />
|<br />
*Load 'next mission.scx' after completion of current game.<br />
}}<br />
<br />
(Actions can continue to work by using 'staying alive' cheat).<br />
<br />
== the gathering ==<br />
Makes [[spell]]s free for all players in the game, including computer players.<br />
<br />
This code can be detected in exactly the same fashion as ''medieval man'', except that the spell you are checking for should be researched, not disabled, and the casting unit's [[energy]] should be constantly set to 0.<br />
<br />
== medieval man ==<br />
Unlocks all spells for all players in the game, including computer players.<br />
<br />
This code can be detected by setting up an isolated area, and giving a computer player a ground unit capable of casting a particular spell. Rig the area so that the computer player will use that spell whenever possible. Then disable that spell for that player, so that they do not have it and cannot research it. During the game, simply detect the usage of the spell with triggers; if that computer casts that spell, then the ''medieval man'' cheat has been invoked.<br />
<br />
=== Detection example ===<br />
This example assumes that Players 2 and 3 are computers, and that they are enemies of each other.<br />
<br />
Create an isolated area. Place a Player 2 [[Protoss Dark Archon]]. Place a mechanical unit that does not use [[energy]] for Player 3. Use terrain elevations to ensure that Player 2's Dark Archon can see Player 3's unit, but Player 3's unit cannot attack the Dark Archon. In the map's Tech Settings, disable [[Mind Control]] for Player 2. Finally, set up a trigger that detects if Player 2 brings at least 2 [men] to the isolated area; when this trigger fires, the cheat code has been activated.<br />
<br />
When the map is played, Player 2's Dark Archon will not use any spells. ([[Maelstrom]] only works on organic units, and thus does not affect Player 3's unit; [[Feedback]] only works on units with energy, so it cannot be used on Player 3's unit either.) If the player enables ''medieval man'', the Dark Archon will be able to use Mind Control, so it will. When it uses that spell on Player 3's unit, then Player 2 will have two units in the isolated area, satisfying the trigger you set up.<br />
<br />
== modify the phase variance ==<br />
When toggled on, this cheat allows the user to build any building or unit, regardless of its tech tree requirements. The only limiting factor is resources. Can be detected by checking if the player creates a unit that they cannot yet build. (If, for example, [[Protoss Dragoon]]s are left enabled, but [[Protoss Cybernetics Core]]s are disabled, then the player cannot ordinarily build Dragoons. If they construct a Dragoon, then they must be using the cheat.)<br />
<br />
== noglues ==<br />
Prevents computer-controlled [[Protoss High Templar]] from casting [[Psionic Storm]].<br />
<br />
== operation cwal ==<br />
This cheat, named for a group of fans pushing for a faster release of ''StarCraft'', dramatically shortens all build times when toggled on.<br />
<br />
To detect it, set up an isolated enclosure with a computer-controlled worker unit inside. Run an "Area Town" AI script inside of that area, and give the computer exactly enough resources to construct a building. (Ideally, you'd use a building with a long build time.) During the game, check when the computer has 0 resources, and set a switch. Detect how much time passes between the activation of that switch and the detection of a building in the enclosure. If the amount of time that passed was too short, then the cheat code was activated. Otherwise, remove the building, reset the computer's resources, lather, rinse, and repeat.<br />
<br />
== ophelia ==<br />
Enables a level-skipping cheat for the game's campaign. Once activated, enter the race and mission number into the chatbox (e.x. <code>terran1</code>) to skip to a given campaign level. To jump to a ''[[StarCraft: Brood War]]'' level, prepend an "x" (<code>xterran1</code>).<br />
<br />
== power overwhelming ==<br />
Makes it impossible for computer-controlled units to inflict damage, though they can still attack.<br />
<br />
To detect it, set up an isolated enclosure containing a stationary computer-controlled unit. Repeatedly spawn one-hit-kill units one-at-a-time for another computer, and have them run from one side of the enclosure to another. The stationary unit should kill the moving ones before they make it to the other side; if one makes it through, then ''power overwhelming'' must be on.<br />
<br />
== radio free zerg ==<br />
Plays a hidden music track if used by a [[Zerg]] player. Only works in ''Brood War''.<br />
<br />
== show me the money ==<br />
Increases the user's [[minerals]] and Vespene gas by 10,000 each. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 10,000 jump in a player's resources; the Set Resources action can be used to undo it.<br />
<br />
== something for nothing ==<br />
Increases the user's upgrades by one level. It cannot be used to go past the third level of upgrades.<br />
<br />
To detect this, set up an isolated area. In this area, place a specific ground unit for the human player, and a different ground unit for an enemy player. In Unit Settings, set the human player's unit to have an attack that inflicts 1 damage, with a 10-point bonus. Set the computer's unit to have 10 HP. Create a trigger that constantly heals the computer's unit to full health. Create another trigger to detect when the computer's unit has been killed; this is the trigger that will fire when the cheat code is activated.<br />
<br />
The effect is that the computer has a unit that can only be killed in one hit (thanks to the heal trigger), and the user has a unit that will constantly attack the computer's unit. When the user activates the ''something for nothing'' cheat, their unit will receive an attack upgrade. This will upgrade the damage it inflicts to 11 HP. This, of course, is enough to kill the computer player's unit in one hit.<br />
<br />
This works best when using units that automatically attack and cannot be stopped or redirected, such as [[Terran Bunker]]s.<br />
<br />
== staying alive ==<br />
Allows the user to remain in the game after being victorious or defeated. To detect it, simply wait for 0 milliseconds and set a switch after running a Victory or Defeat action. If the switch is set, then the player is using ''staying alive''.<br />
<br />
== there is no cow level ==<br />
Instantly causes a victory for the user. Can be detected with triggers and will lead the player to the next mission since the computer players will lose after typing this cheat. To detect it: see the 'game over man' cheat above.<br />
<br />
This is a reference to ''[[Wikipedia:Diablo (video game)|Diablo]]'', which was rumored to contain a secret level called the "Cow level". This level did not exist in ''Diablo'', but was added to [[Wikipedia:Diablo II|its sequel]].<br />
<br />
== war aint what it used to be ==<br />
Disables fog of war for the player, but does not reveal unexplored areas. This cheat can be toggled.<br />
<br />
To detect this cheat, set up an isolated pre-explored area. Place an immovable ranged unit for the human player surrounded by [[terrain]] that obstructs its [[vision]]. Behind that terrain, place a unit for the computer player. (For example, the human unit can go on a lower elevation.) Modify HP if necessary to ensure that the human unit can kill the computer unit in one hit. When the cheat code is activated, the human unit will be able to see and kill the computer unit, and the computer unit's death can be detected by triggers.<br />
<br />
== whats mine is mine ==<br />
Increases the user's minerals by 500. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 500 jump in a player's minerals; the Set Resources action can be used to undo it.<br />
<br />
[[Category:StarCraft]]</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=Let_Esc,_F10_become_in-game_buttons&diff=592Let Esc, F10 become in-game buttons2017-01-20T14:19:49Z<p>LazymancerTassadisaster: </p>
<hr />
<div>'''To let [Esc] become part of the in-game buttons:'''<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 commands at least 1 infested Duran.<br />
|<br />
*Center Location labeled '9x9 infested duran bazooka' to Infested Duran.<br />
*Preserve Trigger.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 brings at least 1 Infested Duran to '9x9 infested duran bazooka'.<br />
*'Switch bomb' is cleared.<br />
|<br />
*Wait for 9999666 milliseconds.<br />
*Set 'Switch bomb'.<br />
*Preserve Trigger.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description=Use [Esc] key to fire bazooka plus create human player 1 random warrior.<br />
|<br />
*Human Player 1<br />
|<br />
*'Switch bomb' is set.<br />
|<br />
*Create 1 'science vessel BOMB' at '9x9 infested duran bazooka' for neutral player.<br />
*Create 2 'Overlord BOMB' at '9x9 infested duran bazooka' for neutral player.<br />
*Kill all 'science vessel BOMB' for neutral player.<br />
*Kill all 'Overlord BOMB' for neutral player.<br />
*Kill all any unit for Hostile Computer player 2 at '9x9 infested duran bazooka'.<br />
*(Create 1 'random warrior' at 'random warrior base' for Human player 1).<br />
*Clear 'Switch bomb'.<br />
*Preserve Trigger.<br />
}}<br />
After 9999666 milliseconds the bazooka will fire/(random warrior will arrive) automatically, just use some triggers to cancel the bombing or the arrival of random warrior at that moment. Can also use defeat/victory/other triggers if the mission reaches the 9999666th millisecond.<br />
<br />
<br />
<br />
<br />
<br />
'''To let [F10] become part of the in-game buttons:'''<br />
<br />
When 'power overwhelming' or 'black sheep wall' or 'staying alive' is enabling, actually it will need several seconds for the human player to re-type the cheat for disabling it. Use the ways shown at the article 'List of single-player cheats in StarCraft' to detect these cheats. If a human player cannot disable (one of) these cheats quickly, defeat... the only way to competently disable (one of) these cheats is using [F10], [save], then [load] the scenario.<br />
<br />
<br />
<br />
[[Category:Tutorials]]</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=Let_Esc,_F10_become_in-game_buttons&diff=591Let Esc, F10 become in-game buttons2017-01-20T14:17:45Z<p>LazymancerTassadisaster: Created page with "'''To let [Esc] become part of the in-game buttons:''' {{StarCraft Trigger |description= | *Human Player 1 | *Human player 1 commands at least 1 infested Duran. | *Center Loc..."</p>
<hr />
<div>'''To let [Esc] become part of the in-game buttons:'''<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 commands at least 1 infested Duran.<br />
|<br />
*Center Location labeled '9x9 infested duran bazooka' to Infested Duran.<br />
*Preserve Trigger.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 brings at least 1 Infested Duran to '9x9 infested duran bazooka'.<br />
*'Switch bomb' is cleared.<br />
|<br />
*Wait for 9999666 milliseconds.<br />
*Set 'Switch bomb'.<br />
*Preserve Trigger.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description=Use [Esc] key to fire bazooka plus create human player 1 random warrior.<br />
|<br />
*Human Player 1<br />
|<br />
*'Switch bomb' is set.<br />
|<br />
*Create 1 'science vessel BOMB' at '9x9 infested duran bazooka' for neutral player.<br />
*Create 2 'Overlord BOMB' at '9x9 infested duran bazooka' for neutral player.<br />
*Kill all 'science vessel BOMB' for neutral player.<br />
*Kill all 'Overlord BOMB' for neutral player.<br />
*Kill all any unit for Hostile Computer player 2 at '9x9 infested duran bazooka'.<br />
*(Create 1 'random warrior' at 'random warrior base' for Human player 1).<br />
*Clear 'Switch bomb'.<br />
*Preserve Trigger.<br />
}}<br />
After 9999666 milliseconds the bazooka will fire/(random warrior will arrive) automatically, just use some triggers to cancel the bombing or the arrival of random warrior at that moment. Can also use defeat/victory/other triggers if the mission reaches the 9999666th millisecond.<br />
<br />
<br />
<br />
<br />
<br />
'''To let [F10] become part of the in-game buttons:'''<br />
<br />
When 'power overwhelming' or 'black sheep wall' or 'staying alive' is enabling, actually it will need several seconds for the human player to re-type the cheat for disabling it. Use the ways shown at the article 'List of single-player cheats in StarCraft' to detect these cheats. If a human player cannot disable (one of) these cheats quickly, defeat... the only way to competently disable (one of) these cheats is using [F10], [save], then [load] the scenario.</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=To_make_splash_damage_of_Scarabs_also_damage_the_player%27s_own_units&diff=590To make splash damage of Scarabs also damage the player's own units2017-01-11T12:46:17Z<p>LazymancerTassadisaster: </p>
<hr />
<div>The splash damage of human player reavers' scarabs can damage human player's own units by using this way:<br />
<br />
<br />
{{StarCraft Trigger<br />
|description= Place some reavers for hostile computer player 2 first.<br />
|<br />
*Computer Player 2<br />
|<br />
*At least 1 game seconds.<br />
|<br />
*Execute AI script 'Send all units on Strategic suicide missions'.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description= Turn computer player 2 to rescue passive.<br />
|<br />
*Computer Player 2<br />
|<br />
*At least 9 game seconds.<br />
|<br />
*Execute AI script 'Switch computer player to rescue passive'.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description= ...reavers.<br />
|<br />
*Computer Player 2<br />
|<br />
*Any (custom score is at least 130, to delay).<br />
|<br />
*(modify score set to 0 custom).<br />
*Add at most 10(or 5 if had not upgraded) to hanger for all 'Reaver' at anywhere owned by all players.<br />
*Give all 'Reaver' owned by all players at anywhere to 'Other hostile computer player 3'.<br />
*Give all 'Reaver' owned by 'Other hostile computer player 3' at anywhere to 'computer player 2'.<br />
*Preserve trigger.<br />
}}<br />
<br />
Let some human player units rescue these Player 2 reavers again and again, the splash damage of human player reavers' scarabs will now damage human player's own units.<br />
<br />
By default, your newly added Scarabs will lose the Scarab Damage upgrade. To let those scarabs still have the upgrade, click the Scarab Damage for hostile computer player 2 and player 3 to be 'set' in the Player Settings. <br />
<br />
<br />
<br />
[[Category:Tutorials]]</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=List_of_single-player_cheats_in_StarCraft&diff=589List of single-player cheats in StarCraft2017-01-11T12:23:56Z<p>LazymancerTassadisaster: </p>
<hr />
<div>When playing maps in single-player mode, ''[[StarCraft]]'' provides the player with [[Wikipedia:cheat code|cheat code]]s that may be toggled through the chat console. The following is a '''list of single-player cheats in ''StarCraft''''' along with [[Triggers|trigger]]-based detection and prevention methods for [[UMS]] maps.<br />
<br />
== black sheep wall ==<br />
Reveals the entire map for the player. This cheat can be toggled, but the map will remain explored after its activation.<br />
<br />
To detect this cheat, set up an isolated area. Place an immovable ranged unit for the human player surrounded by [[terrain]] that obstructs its [[vision]]. Behind that terrain, place a unit for the computer player. (For example, the human unit can go on a lower elevation.) Modify HP values if necessary to ensure that the human unit can kill the computer unit in one hit. When the cheat code is activated, the human unit will be able to see and kill the computer unit, and the computer unit's death can be detected by triggers.<br />
<br />
== breathe deep ==<br />
Increases the user's [[Vespene gas]] by 500. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 500 jump in a player's gas; the Set Resources action can be used to undo it.<br />
<br />
== food for thought ==<br />
Allows units to be built regardless of the supply limit, though the 200-per-civilization limit (and [[map max]], obviously) still applies.<br />
<br />
To detect this code, set up a computer player and max out that player's supply for a given race. Have them run an AI script that would make them build units for that race. If a unit is built, then ''food for thought'' must be on.<br />
<br />
== game over man ==<br />
Instantly causes a defeat for the user. Can be detected with triggers and will lead the player to this mission again since the human player will lose after typing this cheat. To detect it:<br />
<br />
Place some indestructible buildings for the computer player 6, plus use several Hypertriggers for human player 1.<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 commands at most 0 (particular)invincible units/buildings.<br />
|<br />
*Defeat.<br />
*Load 'THIS mission.scx' after completion of current game.<br />
}}<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Computer player 6 commands at most 0 indestructible buildings.<br />
*Human player 1 commands at least 1 (particular)invincible units/buildings.<br />
|<br />
*Victory.<br />
}}<br />
{{StarCraft Trigger<br />
|description=Bottommost trigger<br />
|<br />
*Human Player 1<br />
|<br />
*Always.<br />
|<br />
*Load 'next mission.scx' after completion of current game.<br />
}}<br />
<br />
(Actions can continue to work by using 'staying alive' cheat).<br />
<br />
== the gathering ==<br />
Makes [[spell]]s free for all players in the game, including computer players.<br />
<br />
This code can be detected in exactly the same fashion as ''medieval man'', except that the spell you are checking for should be researched, not disabled, and the casting unit's [[energy]] should be constantly set to 0.<br />
<br />
== medieval man ==<br />
Unlocks all spells for all players in the game, including computer players.<br />
<br />
This code can be detected by setting up an isolated area, and giving a computer player a ground unit capable of casting a particular spell. Rig the area so that the computer player will use that spell whenever possible. Then disable that spell for that player, so that they do not have it and cannot research it. During the game, simply detect the usage of the spell with triggers; if that computer casts that spell, then the ''medieval man'' cheat has been invoked.<br />
<br />
=== Detection example ===<br />
This example assumes that Players 2 and 3 are computers, and that they are enemies of each other.<br />
<br />
Create an isolated area. Place a Player 2 [[Protoss Dark Archon]]. Place a mechanical unit that does not use [[energy]] for Player 3. Use terrain elevations to ensure that Player 2's Dark Archon can see Player 3's unit, but Player 3's unit cannot attack the Dark Archon. In the map's Tech Settings, disable [[Mind Control]] for Player 2. Finally, set up a trigger that detects if Player 2 brings at least 2 [men] to the isolated area; when this trigger fires, the cheat code has been activated.<br />
<br />
When the map is played, Player 2's Dark Archon will not use any spells. ([[Maelstrom]] only works on organic units, and thus does not affect Player 3's unit; [[Feedback]] only works on units with energy, so it cannot be used on Player 3's unit either.) If the player enables ''medieval man'', the Dark Archon will be able to use Mind Control, so it will. When it uses that spell on Player 3's unit, then Player 2 will have two units in the isolated area, satisfying the trigger you set up.<br />
<br />
== modify the phase variance ==<br />
When toggled on, this cheat allows the user to build any building or unit, regardless of its tech tree requirements. The only limiting factor is resources. Can be detected by checking if the player creates a unit that they cannot yet build. (If, for example, [[Protoss Dragoon]]s are left enabled, but [[Protoss Cybernetics Core]]s are disabled, then the player cannot ordinarily build Dragoons. If they construct a Dragoon, then they must be using the cheat.)<br />
<br />
== noglues ==<br />
Prevents computer-controlled [[Protoss High Templar]] from casting [[Psionic Storm]].<br />
<br />
== operation cwal ==<br />
This cheat, named for a group of fans pushing for a faster release of ''StarCraft'', dramatically shortens all build times when toggled on.<br />
<br />
To detect it, set up an isolated enclosure with a computer-controlled worker unit inside. Run an "Area Town" AI script inside of that area, and give the computer exactly enough resources to construct a building. (Ideally, you'd use a building with a long build time.) During the game, check when the computer has 0 resources, and set a switch. Detect how much time passes between the activation of that switch and the detection of a building in the enclosure. If the amount of time that passed was too short, then the cheat code was activated. Otherwise, remove the building, reset the computer's resources, lather, rinse, and repeat.<br />
<br />
== ophelia ==<br />
Enables a level-skipping cheat for the game's campaign. Once activated, enter the race and mission number into the chatbox (e.x. <code>terran1</code>) to skip to a given campaign level. To jump to a ''[[StarCraft: Brood War]]'' level, prepend an "x" (<code>xterran1</code>).<br />
<br />
== power overwhelming ==<br />
Makes it impossible for computer-controlled units to inflict damage, though they can still attack.<br />
<br />
To detect it, set up an isolated enclosure containing a stationary computer-controlled unit. Repeatedly spawn one-hit-kill units one-at-a-time for another computer, and have them run from one side of the enclosure to another. The stationary unit should kill the moving ones before they make it to the other side; if one makes it through, then ''power overwhelming'' must be on.<br />
<br />
== radio free zerg ==<br />
Plays a hidden music track if used by a [[Zerg]] player. Only works in ''Brood War''.<br />
<br />
== show me the money ==<br />
Increases the user's [[minerals]] and Vespene gas by 10,000 each. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 10,000 jump in a player's resources; the Set Resources action can be used to undo it.<br />
<br />
== something for nothing ==<br />
Increases the user's upgrades by one level. It cannot be used to go past the third level of upgrades.<br />
<br />
To detect this, set up an isolated area. In this area, place a specific ground unit for the human player, and a different ground unit for an enemy player. In Unit Settings, set the human player's unit to have an attack that inflicts 1 damage, with a 10-point bonus. Set the computer's unit to have 10 HP. Create a trigger that constantly heals the computer's unit to full health. Create another trigger to detect when the computer's unit has been killed; this is the trigger that will fire when the cheat code is activated.<br />
<br />
The effect is that the computer has a unit that can only be killed in one hit (thanks to the heal trigger), and the user has a unit that will constantly attack the computer's unit. When the user activates the ''something for nothing'' cheat, their unit will receive an attack upgrade. This will upgrade the damage it inflicts to 11 HP. This, of course, is enough to kill the computer player's unit in one hit.<br />
<br />
This works best when using units that automatically attack and cannot be stopped or redirected, such as [[Terran Bunker]]s.<br />
<br />
== staying alive ==<br />
Allows the user to remain in the game after being victorious or defeated. To detect it, simply wait for 0 milliseconds and set a switch after running a Victory or Defeat action. If the switch is set, then the player is using ''staying alive''.<br />
<br />
== there is no cow level ==<br />
Instantly causes a victory for the user. Can be detected with triggers and will lead the player to the next mission since the computer players will lose after typing this cheat. To detect it: see the 'game over man' cheat above.<br />
<br />
This is a reference to ''[[Wikipedia:Diablo (video game)|Diablo]]'', which was rumored to contain a secret level called the "Cow level". This level did not exist in ''Diablo'', but was added to [[Wikipedia:Diablo II|its sequel]].<br />
<br />
== war aint what it used to be ==<br />
Disables fog of war for the player, but does not reveal unexplored areas. This cheat can be toggled.<br />
<br />
To detect this cheat, set up an isolated pre-explored area. Place an immovable ranged unit for the human player surrounded by [[terrain]] that obstructs its [[vision]]. Behind that terrain, place a unit for the computer player. (For example, the human unit can go on a lower elevation.) Modify HP if necessary to ensure that the human unit can kill the computer unit in one hit. When the cheat code is activated, the human unit will be able to see and kill the computer unit, and the computer unit's death can be detected by triggers.<br />
<br />
== whats mine is mine ==<br />
Increases the user's minerals by 500. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 500 jump in a player's minerals; the Set Resources action can be used to undo it.<br />
<br />
[[Category:StarCraft]]</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=Quirks_and_nuances&diff=588Quirks and nuances2017-01-06T07:46:01Z<p>LazymancerTassadisaster: </p>
<hr />
<div>When making maps for StarCraft, map makers often encounter a number of oddities and esoteric details that can lead to confusion. This document exists in an attempt to list these quirks and nuances.<br />
<br />
== Unit Quirks ==<br />
These quirks affect types of [[units]], and specific units.<br />
*[[Hallucinations]] cannot be detected in [[trigger]] conditions. However, the Move Location trigger can still always move a location onto the leftmost specific unit even though the leftmost one is a hallucination.<br />
*The Give Unit and Modify Unit Energy trigger actions do not affect Hallucinations.<br />
*If the owner of a Hallucination shares [[vision]] with another player, that other player will still not see any (visual) indication that the units are Hallucinations. (They won't be tinted blue.)<br />
*[[Map Revealers]] cannot exist in a [[location]]. Though they can be created at a location, location-based trigger conditions (like [[Bring]]) and actions (like Remove Unit At Location) do not detect or affect Map Revealers.<br />
*[[Zerg Broodling]]s created using Create Unit do not expire, unless they are later affected by a Modify Unit Hit Points action. Broodlings spawned using Create Unit With Properties ''do'' expire.<br />
*Several [[Hero]] units have unusual properties. All hero [[Terran Ghost|Ghosts]] have attack ranges of 6 instead of 7. [[Unclean One]] has a larger hitbox than normal [[Zerg Defilers|Defilers]]. [[Aldaris]] and [[Tassadar]] share attacks, so changing the values for one will affect the other. [[Jim Raynor (Vulture)]] has a 50% faster attack rate.<br />
*[[Players#Computer players|Computer]]-controlled heroes will never stop following an enemy unit until they acquire another target or are forced to stop (using triggers). Computer-controlled heroes never cast [[spells]]. Computers never cast single-target offensive spells on hero units, but they do use defensive spells, like [[Defensive Matrix]], on their own heroes.<br />
*[[Cocoon]]s, [[Nuclear Missile]]s, [[Zerg Egg]]s, and [[Zerg Lurker Egg]]s will not register as "[men]" or "[any unit]" in the Bring condition. The Nuclear Missile will register as a Nuclear Missile in conditions, the Zerg Egg will register as a Zerg Egg, and Cocoons will register as Cocoons, but the Lurker Egg will not register as a Lurker Egg.<br />
*Pre-placed Zerg Eggs, Zerg Lurker Eggs, and Cocoons will never finish morphing and cannot be canceled.<br />
*Extra units available in [[SCMDraft 2]] (any units not available in the original [[StarEdit]] Campaign Editor) cannot be created by triggers. This includes everything from extended heroes (like [[Raszagal]] and [[Arcturus Mengsk]]) to [[doodad]] units to extra [[powerups]], like [[Mineral Chunk]]s.<br />
*Units owned by [[Players#Extended players|extended players]] cannot attack, because those players do not have vision of their own units. [[Vulture Spider Mine]]s are exceptions, however, since they attack based on proximity rather than vision.<br />
*A [[Terran Vulture]]'s Spider Mine count cannot be altered using the Modify Unit Hangar Count trigger action.<br />
*Some units, such as the [[Protoss Zealot]] and [[Protoss Dark Templar]], have off-center collision boxes. Because of this, one must use smaller [[Locations#Inverted locations|inverted locations]] when working with these units.<br />
*[[Dark Swarm]]s and [[Disruption Web]]s are owned by [[Players#Neutral|Neutral]], not by the player that cast them.<br />
*When moving a powerup using triggers, ''StarCraft'' will not check for other ground units at the target location. This means that the powerup may be moved directly over a unit, causing [[stacking]]. Stacked units, however, will continually move in an attempt to find a clear spot.<br />
*Units affected by spells that reveal them (such as [[Plague]] and [[Ensnare]]) will remain revealed even after [[burrow]]ing until the effects wear out. Ensnare and Plague will not reach burrowed units when cast, however.<br />
*Pre-placed [[Set Doodad State|disabled]] [[Units#Unit sprites|unit sprites]] have no collision box. Other units can walk over them, but they cannot walk over other units. Disabled powerup unit sprites therefore do not displace units they are moved onto.<br />
*[[Zerg Lurker]]s only attack while burrowed, and computer players will only burrow a Lurker when it is idle or automatically responding to the presence of enemy units. If the Order trigger action is used on a Lurker (regardless of whether the order is a Move, Attack, or Patrol order), the Lurker will un-burrow and move to the destination, ignoring any enemies it encounters on the way. It will not burrow again until it reaches its destination or has its orders removed by some other means. (This differs from other units' behaviors; other units will attack while moving or upon reaching their destination if Attack or Patrol orders are given.)<br />
*[[Protoss Scarab|Scarabs]] can be detected with the Bring condition while they are inside of a [[Protoss Reaver|Reaver]], as can the [[Protoss Interceptor|Interceptors]] inside of [[Protoss Carrier|Carriers]]. Because of this, a location smaller than a Reaver that is centered on a Reaver can detect when the Reaver fires a Scarab. This knowledge is implemented in [[Direct Damage System]]s.<br />
**Similarly, the units in a [[Terran Bunker]] can be detected by checking a location centered on the Bunker, a stored Nuclear Missile can be detected by checking a location on its [[Terran Nuclear Silo|Nuclear Silo]], and the units in a transport ([[Terran Dropship|Dropship]]/[[Protoss Shuttle|Shuttle]]/[[Zerg Overlord|Overlord]]) can be detected by checking an air-only location centered on the transport.<br />
*Scarabs cannot be given to players using triggers. Giving a Reaver will give all of its active Scarabs, however.<br />
*Terran Add-ons cannot be given normally. You must instead give the building they are attached to; the Add-on will also be given.<br />
*Give units to other player who had those upgrades or abilities then re-give units to the original player, to make units gain those upgrades or abilities, such as, using it on Hydralisks then all your Hydralisks suddenly gain Lurker Aspect; Using it on Dark Archons then all your Dark Archons suddenly gain Maelstrom or Mind Control. Using it on a Hero Vulture Jim Raynor to let him gain Ion Thrusters. Other Heroes however had already had their own upgrades and special abilities.<br />
*Powerups will not be detected as "[any unit]" in conditions; instead, you must check for the powerup directly. Powerups do count as "[any unit]" in actions, however.<br />
*Incomplete buildings cannot be detected in any conditions that use the "at least" or "exactly" modifiers, but they can be counted using the "at most" modifier; unfortunately this is generally not very useful. Incomplete buildings will be considered for actions. Incomplete [[Zerg]] buildings morphing to higher forms, such as a [[Zerg Spire]] morphing into a [[Zerg Greater Spire|Greater Spire]], will be treated as the pre-morph building for all trigger conditions and actions.<br />
*Unit doodads, such as wall and floor traps, cannot be moved using the Move Unit action. They can only be moved by an [[Protoss Arbiter|Arbiter]]'s [[Recall]] spell. Presumably, this is to prevent the "Move [any unit] at location" action from giving undesirable results in Installation maps created using StarEdit.<br />
*Flag Beacons have a single-use "[[Place COP]]" action that will teleport the beacon to any buildable location on the map. Five minutes after the game starts, a [[flag]] will be created on top of the beacon and the "Place COP" action will be removed. If the flag is moved off the beacon by a worker and then dropped, it will return to its Flag Beacon (after 5 minutes?). This is an important consideration if you have a narrow area/maze in your map; if players have access to flag beacons they can grief other players by moving flags around the map and potentially creating immovable obstacles. Disabling doodad state on the flag beacon will cause the beacon to play the Terran power-down noise when selected by the user and remove the "Place COP" action, although the button for it will be briefly visible.<br />
*Terran buildings that are created or pre-placed as "[[Lift Off|lifted]]" will move about a third faster than those than began their life on the ground. Once any building has been landed and lifted, it will have the regular building movement speed.<br />
*CPU players have an additional aggression response to attacks from Protoss Interceptors; they will send all idle units in the general area (and it really is quite general) to counter-attack.<br />
<br />
==Powerup Quirks==<br />
*In conditions, you must detect powerups using the specific unit, [Any Unit] and [Men] do not work.<br />
*In actions, [Any Unit] does work, as well as the specific unit.<br />
*For the Commands condition, powerups are registered as belonging to the naturally owning player, as expected.<br />
*For the Bring condition, powerups are registered as belonging to the naturally owning player when they are on the ground.<br />
*When a powerup is picked up by the worker of a player, Bring conditions will register the powerup as being owned by the worker's player, and not the natural powerup owner.<br />
*The exception to this is the Flag powerup, which is always registered as being owned by the natural powerup owner.<br />
*The "At most" modifier will not detect powerups being held by workers, registering them as 0 powerups.<br />
*The "Exactly" and "At least" modifiers work as expected.<br />
*Even when picked up by a worker, powerups continue to be registered as belonging to the naturally owning player in all actions.<br />
*You cannot Give or Move powerups when they are held by a worker. Giving the holding worker does not transfer ownership of the held powerup (eg, it does not work the same as building add-ons).<br />
*The only way to Give powerups is when they are lying on the ground.<br />
*Powerups can be Removed or Killed while being held by worker but will not show any death explosion.<br />
*When a worker holding a powerup dies, the powerup will be dropped at the place where the worker was, unless the area is unplaceable (eg on top of a beacon), in which case the powerup will be teleported back to the location it was originally created on the map (as distinct from where the worker picked it up from).<br />
*Powerups can be Moved on top of any other regular ground unit (not other powerups), which will cause that unit to momentarily become stacked and attempt to find a new clear space of ground to occupy.<br />
<br />
== Trigger Quirks ==<br />
These quirks affect triggers and general game mechanics.<br />
*''StarCraft'' trigger actions affect units in order from left to right across a specified location. "Ties" are broken by whichever unit most recently occupied the tied x-coordinate. If none of the tied units have ever moved (such as ties between two pre-placed buildings), the unit with the greater index number (viewable in SCMDraft 2 unit properties window) is affected first.<br />
*In conditions and actions, "Allies" applies only to players that the trigger owner has [[Allied Victory]] with. A player can only have Allied Victory with all or none of his allies. Setting a player to "Ally" will ally that player and turn Allied Victory off; setting a player to "Allied Victory" will ally that player and turn Allied Victory on for the trigger owner.<br />
*Triggers run top to bottom from Player 1 to Player 8. Setting a trigger to run for a [[Force]] or All Players is the same as selecting all players in that force.<br />
*When a player leaves the game, their units are given to Player 12 (Neutral). Any alliances that remaining players had with the departed player will remain intact toward those Player 12 units. Changing a player's alliance status with the departed player will likewise affect that player's alliance with those units.<br />
*Center View acts as a [[Wait]] in single-player mode until the screen has fully centered on the target location. It also centers the mouse cursor, disbanding any selection rectangles in the process.<br />
*When units die, there is one frame of animation where they are at 0 health and are designated to die. For that frame, they are technically still alive, they still have a collision box, they can still be detected with Bring (though not with Command), and they can even be given (but cannot be moved). They will have already added a death to their [[death counter]]. When you kill a unit with triggers, they are set to that zero-health "dead-but-not-dead" state. Since [[hyper triggers]] (on [[Game speed|Fastest]]) run every other frame, there is essentially a 50% chance that a unit killed by something other than a trigger will be in that state when the triggers run. The Kill Unit action isn't so much a Kill Unit action as it is a "sentence to death" action.<br />
*You cannot give units to a "group", such as Force 1, All Players, or Foes. However, units can be given from or created for groups.<br />
*Deaths for extended players' units (and for Neutral units) can be read in conditions but cannot be altered with the Set Deaths action. They will accurately represent the deaths their units have amassed.<br />
*Units cannot be created for Players 9-12. You must instead create the units for a normal player, and give the units to P9-12 as a separate action.<br />
*Units given to Players 9-12 will retain the color of their previous owner, though they will use the P9-12 colors on the mini-map.<br />
*If the player the units given to P9-12 belonged to is set as enemy, human-controlled units will automatically attack it.<br />
*When a player who belongs to a group, like Force 1, is not present in the game, any units created via triggers for Force 1 or given to that player will still be owned by that phantom player. Unusually however, the "remove unit" action when applied to the player's group will *not* remove the phantom player's units; instead you must use specifically remove units for that individual player.<br />
*When a Move Location action runs, if there are no applicable units for the moving location to center on, then the location will center in the center of the location that was supposed to contain these units. Because Map Revealers cannot be detected inside of locations, they are good units to use for centering one location on another.<br />
*"Highest Score" applies to all players that have tied for the highest score (same for lowest).<br />
*Using Move Unit to move a unit to an ''implacable'' location will cause the unit to halt its current action. Implacable locations for ground units include impassable [[terrain]] and areas crowded with other ground units. Air units can be halted by moving them to a crowded location, such as a patch of lifted Terran buildings. The most fool-proof way is to create a location in the map editor, modify its coordinates so that it is positioned outside of the map, and then move units to it in-game. Units that are constantly moved to an implacable area (when hyper triggers are active) cannot be targeted (an attacker's hits won't land, except for splash damage, and the unit cannot be repaired) but will be able to shoot others. Scarabs moved to implacable locations will immediately detonate at their present location, a trick used in Direct Damage Systems.<br />
*Giving a unit to another player and back to the original player will cancel any orders that that unit was carrying out. Players will also lose selection on the unit. Buildings under construction will be canceled and refunded, as will upgrades in progress.<br />
*Ordering units to Move to a location through the Order action will result in them only attacking units that prohibit them from reaching their destination. Ordering them to Patrol will cause the applicable units to attack all enemy units along the way and carry out the patrolling back and forth as expected. Attack orders will retaliate to units that engage them but won't "start a fight" unless directly blocked, as in the case of the Move order.<br />
*Moving a unit with the Move Unit action will cause it to enact its next waypoint order (orders given with the Shift key to be carried out sequentially) if it has one. Ordering a unit with the Order action will cancel all current and waypoint orders.<br />
*Banning a player in the game lobby while their download is at the 99th percentile (and sometimes less) will still give them the map.<br />
<br />
==Map Editor Quirks (SCMDraft 2 unless otherwise noted)==<br />
*Locations appear to be one pixel shorter on the bottom and right sides. This applies to inverted locations as well. For clarification, I do not mean the edges labeled "Bottom" and "Right", but rather whichever bar is on the bottom and right; It could be "Top" and "Left" (if it were inverted).<br />
*The AI script "Turn OFF/ON shared vision" is a little counter-intuitive as well. If, for example, Player 1 turns ON shared vision for Player 2, then they will gain vision of Player 2's units. Turning off shared vision of Player 2 will cause them to lose that vision. (In recent versions of SCMDraft 2, the AI script has been renamed "Turn ON/OFF Shared Vision of Player X for Current Player" to more accurately reflect this.)<br />
*Neutral is Player 12. All Players refers to Players 1 through 12 (though Players 9 through 12 cannot run triggers). Neutral Players includes Players 9 through 11.<br />
*In some versions, inverted locations shown on the map cannot be clicked on. To edit an inverted location once it is created, you must select it from the location list on the left and press enter.<br />
<br />
[[Category:StarCraft]]<br />
[[Category:Reference]]</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=To_make_splash_damage_of_Scarabs_also_damage_the_player%27s_own_units&diff=587To make splash damage of Scarabs also damage the player's own units2017-01-06T03:18:21Z<p>LazymancerTassadisaster: </p>
<hr />
<div>The splash damage of human player reavers' scarabs can damage human player's own units by using this way:<br />
<br />
<br />
{{StarCraft Trigger<br />
|description= Place some reavers for hostile computer player 2 first.<br />
|<br />
*Computer Player 2<br />
|<br />
*At least 1 game seconds.<br />
|<br />
*Execute AI script 'Send all units on Strategic suicide missions'.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description= Turn computer player 2 to rescue passive.<br />
|<br />
*Computer Player 2<br />
|<br />
*At least 9 game seconds.<br />
|<br />
*Execute AI script 'Switch computer player to rescue passive'.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description= ...reavers.<br />
|<br />
*Computer Player 2<br />
|<br />
*Any (custom score is at least 130, to delay).<br />
|<br />
*(modify score set to 0 custom).<br />
*Add at most 10(or 5 if had not upgraded) to hanger for all 'Reaver' at anywhere owned by all players.<br />
*Give all 'Reaver' owned by all players at anywhere to 'Other hostile computer player 3'.<br />
*Give all 'Reaver' owned by 'Other hostile computer player 3' at anywhere to 'computer player 2'.<br />
*Preserve trigger.<br />
}}<br />
<br />
Let some human player units rescue these Player 2 reavers again and again, the splash damage of human player reavers' scarabs will now damage human player's own units.<br />
<br />
<br />
<br />
[[Category:Tutorials]]</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=To_make_splash_damage_of_Scarabs_also_damage_the_player%27s_own_units&diff=586To make splash damage of Scarabs also damage the player's own units2017-01-06T03:10:42Z<p>LazymancerTassadisaster: Created page with "The splash damage of human player reavers' scarabs can damage human player's own units by using this way: {{StarCraft Trigger |description= Place some reavers for hostile co..."</p>
<hr />
<div>The splash damage of human player reavers' scarabs can damage human player's own units by using this way:<br />
<br />
<br />
{{StarCraft Trigger<br />
|description= Place some reavers for hostile computer player 2 first.<br />
|<br />
*Computer Player 2<br />
|<br />
*At least 1 game seconds.<br />
|<br />
*Execute AI script 'Send all units on Strategic suicide missions'.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description= Turn computer player 2 to rescue passive.<br />
|<br />
*Computer Player 2<br />
|<br />
*At least 9 game seconds.<br />
|<br />
*Execute AI script 'Switch computer player to rescue passive'.<br />
}}<br />
<br />
{{StarCraft Trigger<br />
|description= ...reavers.<br />
|<br />
*Computer Player 2<br />
|<br />
*Any (custom score is at least 130, to delay).<br />
|<br />
*(modify score set to 0 custom).<br />
*Add at most 10(or 5 if had not upgraded) to hanger for all 'Reaver' at anywhere owned by all players.<br />
*Give all 'Reaver' owned by all players at anywhere to 'Other hostile computer player 3'.<br />
*Give all 'Reaver' owned by 'Other hostile computer player 3' at anywhere to 'computer player 2'.<br />
*Preserve trigger.<br />
}}<br />
<br />
Let some human player units rescue these Player 2 reavers again and again, the splash damage of human player reavers' scarabs will now damage human player's own units.</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=List_of_single-player_cheats_in_StarCraft&diff=585List of single-player cheats in StarCraft2017-01-05T13:39:40Z<p>LazymancerTassadisaster: </p>
<hr />
<div>When playing maps in single-player mode, ''[[StarCraft]]'' provides the player with [[Wikipedia:cheat code|cheat code]]s that may be toggled through the chat console. The following is a '''list of single-player cheats in ''StarCraft''''' along with [[Triggers|trigger]]-based detection and prevention methods for [[UMS]] maps.<br />
<br />
== black sheep wall ==<br />
Reveals the entire map for the player. This cheat can be toggled, but the map will remain explored after its activation.<br />
<br />
To detect this cheat, set up an isolated area. Place an immovable ranged unit for the human player surrounded by [[terrain]] that obstructs its [[vision]]. Behind that terrain, place a unit for the computer player. (For example, the human unit can go on a lower elevation.) Modify HP values if necessary to ensure that the human unit can kill the computer unit in one hit. When the cheat code is activated, the human unit will be able to see and kill the computer unit, and the computer unit's death can be detected by triggers.<br />
<br />
== breathe deep ==<br />
Increases the user's [[Vespene gas]] by 500. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 500 jump in a player's gas; the Set Resources action can be used to undo it.<br />
<br />
== food for thought ==<br />
Allows units to be built regardless of the supply limit, though the 200-per-civilization limit (and [[map max]], obviously) still applies.<br />
<br />
To detect this code, set up a computer player and max out that player's supply for a given race. Have them run an AI script that would make them build units for that race. If a unit is built, then ''food for thought'' must be on.<br />
<br />
== game over man ==<br />
Instantly causes a defeat for the user. Can be detected with triggers and will lead the player to this mission again since the human player will lose after typing this cheat. To detect it:<br />
<br />
Place some buildings for the computer player 6, plus use Hypertriggers for human player 1.<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 commands at most 0 (particular)units/buildings.<br />
|<br />
*Defeat.<br />
*Load 'THIS mission.scx' after completion of current game.<br />
}}<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Computer player 6 commands at most 0 buildings.<br />
*Human player 1 commands at least 1 (particular)units/buildings.<br />
|<br />
*Victory.<br />
}}<br />
{{StarCraft Trigger<br />
|description=Bottommost trigger<br />
|<br />
*Human Player 1<br />
|<br />
*Always.<br />
|<br />
*Load 'next mission.scx' after completion of current game.<br />
}}<br />
<br />
(Actions can continue to work by using 'staying alive' cheat).<br />
<br />
== the gathering ==<br />
Makes [[spell]]s free for all players in the game, including computer players.<br />
<br />
This code can be detected in exactly the same fashion as ''medieval man'', except that the spell you are checking for should be researched, not disabled, and the casting unit's [[energy]] should be constantly set to 0.<br />
<br />
== medieval man ==<br />
Unlocks all spells for all players in the game, including computer players.<br />
<br />
This code can be detected by setting up an isolated area, and giving a computer player a ground unit capable of casting a particular spell. Rig the area so that the computer player will use that spell whenever possible. Then disable that spell for that player, so that they do not have it and cannot research it. During the game, simply detect the usage of the spell with triggers; if that computer casts that spell, then the ''medieval man'' cheat has been invoked.<br />
<br />
=== Detection example ===<br />
This example assumes that Players 2 and 3 are computers, and that they are enemies of each other.<br />
<br />
Create an isolated area. Place a Player 2 [[Protoss Dark Archon]]. Place a mechanical unit that does not use [[energy]] for Player 3. Use terrain elevations to ensure that Player 2's Dark Archon can see Player 3's unit, but Player 3's unit cannot attack the Dark Archon. In the map's Tech Settings, disable [[Mind Control]] for Player 2. Finally, set up a trigger that detects if Player 2 brings at least 2 [men] to the isolated area; when this trigger fires, the cheat code has been activated.<br />
<br />
When the map is played, Player 2's Dark Archon will not use any spells. ([[Maelstrom]] only works on organic units, and thus does not affect Player 3's unit; [[Feedback]] only works on units with energy, so it cannot be used on Player 3's unit either.) If the player enables ''medieval man'', the Dark Archon will be able to use Mind Control, so it will. When it uses that spell on Player 3's unit, then Player 2 will have two units in the isolated area, satisfying the trigger you set up.<br />
<br />
== modify the phase variance ==<br />
When toggled on, this cheat allows the user to build any building or unit, regardless of its tech tree requirements. The only limiting factor is resources. Can be detected by checking if the player creates a unit that they cannot yet build. (If, for example, [[Protoss Dragoon]]s are left enabled, but [[Protoss Cybernetics Core]]s are disabled, then the player cannot ordinarily build Dragoons. If they construct a Dragoon, then they must be using the cheat.)<br />
<br />
== noglues ==<br />
Prevents computer-controlled [[Protoss High Templar]] from casting [[Psionic Storm]].<br />
<br />
== operation cwal ==<br />
This cheat, named for a group of fans pushing for a faster release of ''StarCraft'', dramatically shortens all build times when toggled on.<br />
<br />
To detect it, set up an isolated enclosure with a computer-controlled worker unit inside. Run an "Area Town" AI script inside of that area, and give the computer exactly enough resources to construct a building. (Ideally, you'd use a building with a long build time.) During the game, check when the computer has 0 resources, and set a switch. Detect how much time passes between the activation of that switch and the detection of a building in the enclosure. If the amount of time that passed was too short, then the cheat code was activated. Otherwise, remove the building, reset the computer's resources, lather, rinse, and repeat.<br />
<br />
== ophelia ==<br />
Enables a level-skipping cheat for the game's campaign. Once activated, enter the race and mission number into the chatbox (e.x. <code>terran1</code>) to skip to a given campaign level. To jump to a ''[[StarCraft: Brood War]]'' level, prepend an "x" (<code>xterran1</code>).<br />
<br />
== power overwhelming ==<br />
Makes it impossible for computer-controlled units to inflict damage, though they can still attack.<br />
<br />
To detect it, set up an isolated enclosure containing a stationary computer-controlled unit. Repeatedly spawn one-hit-kill units one-at-a-time for another computer, and have them run from one side of the enclosure to another. The stationary unit should kill the moving ones before they make it to the other side; if one makes it through, then ''power overwhelming'' must be on.<br />
<br />
== radio free zerg ==<br />
Plays a hidden music track if used by a [[Zerg]] player. Only works in ''Brood War''.<br />
<br />
== show me the money ==<br />
Increases the user's [[minerals]] and Vespene gas by 10,000 each. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 10,000 jump in a player's resources; the Set Resources action can be used to undo it.<br />
<br />
== something for nothing ==<br />
Increases the user's upgrades by one level. It cannot be used to go past the third level of upgrades.<br />
<br />
To detect this, set up an isolated area. In this area, place a specific ground unit for the human player, and a different ground unit for an enemy player. In Unit Settings, set the human player's unit to have an attack that inflicts 1 damage, with a 10-point bonus. Set the computer's unit to have 10 HP. Create a trigger that constantly heals the computer's unit to full health. Create another trigger to detect when the computer's unit has been killed; this is the trigger that will fire when the cheat code is activated.<br />
<br />
The effect is that the computer has a unit that can only be killed in one hit (thanks to the heal trigger), and the user has a unit that will constantly attack the computer's unit. When the user activates the ''something for nothing'' cheat, their unit will receive an attack upgrade. This will upgrade the damage it inflicts to 11 HP. This, of course, is enough to kill the computer player's unit in one hit.<br />
<br />
This works best when using units that automatically attack and cannot be stopped or redirected, such as [[Terran Bunker]]s.<br />
<br />
== staying alive ==<br />
Allows the user to remain in the game after being victorious or defeated. To detect it, simply wait for 0 milliseconds and set a switch after running a Victory or Defeat action. If the switch is set, then the player is using ''staying alive''.<br />
<br />
== there is no cow level ==<br />
Instantly causes a victory for the user. Can be detected with triggers and will lead the player to the next mission since the computer players will lose after typing this cheat. To detect it: see the 'game over man' cheat above.<br />
<br />
This is a reference to ''[[Wikipedia:Diablo (video game)|Diablo]]'', which was rumored to contain a secret level called the "Cow level". This level did not exist in ''Diablo'', but was added to [[Wikipedia:Diablo II|its sequel]].<br />
<br />
== war aint what it used to be ==<br />
Disables fog of war for the player, but does not reveal unexplored areas. This cheat can be toggled.<br />
<br />
To detect this cheat, set up an isolated pre-explored area. Place an immovable ranged unit for the human player surrounded by [[terrain]] that obstructs its [[vision]]. Behind that terrain, place a unit for the computer player. (For example, the human unit can go on a lower elevation.) Modify HP if necessary to ensure that the human unit can kill the computer unit in one hit. When the cheat code is activated, the human unit will be able to see and kill the computer unit, and the computer unit's death can be detected by triggers.<br />
<br />
== whats mine is mine ==<br />
Increases the user's minerals by 500. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 500 jump in a player's minerals; the Set Resources action can be used to undo it.<br />
<br />
[[Category:StarCraft]]</div>LazymancerTassadisasterhttp://www.staredit.net/wiki/index.php?title=List_of_single-player_cheats_in_StarCraft&diff=584List of single-player cheats in StarCraft2017-01-05T13:32:34Z<p>LazymancerTassadisaster: </p>
<hr />
<div>When playing maps in single-player mode, ''[[StarCraft]]'' provides the player with [[Wikipedia:cheat code|cheat code]]s that may be toggled through the chat console. The following is a '''list of single-player cheats in ''StarCraft''''' along with [[Triggers|trigger]]-based detection and prevention methods for [[UMS]] maps.<br />
<br />
== black sheep wall ==<br />
Reveals the entire map for the player. This cheat can be toggled, but the map will remain explored after its activation.<br />
<br />
To detect this cheat, set up an isolated area. Place an immovable ranged unit for the human player surrounded by [[terrain]] that obstructs its [[vision]]. Behind that terrain, place a unit for the computer player. (For example, the human unit can go on a lower elevation.) Modify HP values if necessary to ensure that the human unit can kill the computer unit in one hit. When the cheat code is activated, the human unit will be able to see and kill the computer unit, and the computer unit's death can be detected by triggers.<br />
<br />
== breathe deep ==<br />
Increases the user's [[Vespene gas]] by 500. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 500 jump in a player's gas; the Set Resources action can be used to undo it.<br />
<br />
== food for thought ==<br />
Allows units to be built regardless of the supply limit, though the 200-per-civilization limit (and [[map max]], obviously) still applies.<br />
<br />
To detect this code, set up a computer player and max out that player's supply for a given race. Have them run an AI script that would make them build units for that race. If a unit is built, then ''food for thought'' must be on.<br />
<br />
== game over man ==<br />
Instantly causes a defeat for the user. Can be detected with triggers and will lead the player to this mission again since the human player will lose after typing this cheat. To detect it:<br />
<br />
Place some buildings for the computer player 6, plus use Hypertriggers for human player 1.<br />
<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Human player 1 commands at most 0 (particular)units/buildings.<br />
|<br />
*Defeat.<br />
*Load 'THIS mission.scx' after completion of current game.<br />
}}<br />
<br />
<br />
{{StarCraft Trigger<br />
|description=<br />
|<br />
*Human Player 1<br />
|<br />
*Computer player 6 commands at most 0 buildings.<br />
*Human player 1 commands at least 1 (particular)units/buildings.<br />
|<br />
*Victory.<br />
}}<br />
<br />
<br />
{{StarCraft Trigger<br />
|description=Bottommost trigger<br />
|<br />
*Human Player 1<br />
|<br />
*Always.<br />
|<br />
*Load 'next mission.scx' after completion of current game.<br />
}}<br />
<br />
(Actions can continue to work by using 'staying alive' cheat).<br />
<br />
== the gathering ==<br />
Makes [[spell]]s free for all players in the game, including computer players.<br />
<br />
This code can be detected in exactly the same fashion as ''medieval man'', except that the spell you are checking for should be researched, not disabled, and the casting unit's [[energy]] should be constantly set to 0.<br />
<br />
== medieval man ==<br />
Unlocks all spells for all players in the game, including computer players.<br />
<br />
This code can be detected by setting up an isolated area, and giving a computer player a ground unit capable of casting a particular spell. Rig the area so that the computer player will use that spell whenever possible. Then disable that spell for that player, so that they do not have it and cannot research it. During the game, simply detect the usage of the spell with triggers; if that computer casts that spell, then the ''medieval man'' cheat has been invoked.<br />
<br />
=== Detection example ===<br />
This example assumes that Players 2 and 3 are computers, and that they are enemies of each other.<br />
<br />
Create an isolated area. Place a Player 2 [[Protoss Dark Archon]]. Place a mechanical unit that does not use [[energy]] for Player 3. Use terrain elevations to ensure that Player 2's Dark Archon can see Player 3's unit, but Player 3's unit cannot attack the Dark Archon. In the map's Tech Settings, disable [[Mind Control]] for Player 2. Finally, set up a trigger that detects if Player 2 brings at least 2 [men] to the isolated area; when this trigger fires, the cheat code has been activated.<br />
<br />
When the map is played, Player 2's Dark Archon will not use any spells. ([[Maelstrom]] only works on organic units, and thus does not affect Player 3's unit; [[Feedback]] only works on units with energy, so it cannot be used on Player 3's unit either.) If the player enables ''medieval man'', the Dark Archon will be able to use Mind Control, so it will. When it uses that spell on Player 3's unit, then Player 2 will have two units in the isolated area, satisfying the trigger you set up.<br />
<br />
== modify the phase variance ==<br />
When toggled on, this cheat allows the user to build any building or unit, regardless of its tech tree requirements. The only limiting factor is resources. Can be detected by checking if the player creates a unit that they cannot yet build. (If, for example, [[Protoss Dragoon]]s are left enabled, but [[Protoss Cybernetics Core]]s are disabled, then the player cannot ordinarily build Dragoons. If they construct a Dragoon, then they must be using the cheat.)<br />
<br />
== noglues ==<br />
Prevents computer-controlled [[Protoss High Templar]] from casting [[Psionic Storm]].<br />
<br />
== operation cwal ==<br />
This cheat, named for a group of fans pushing for a faster release of ''StarCraft'', dramatically shortens all build times when toggled on.<br />
<br />
To detect it, set up an isolated enclosure with a computer-controlled worker unit inside. Run an "Area Town" AI script inside of that area, and give the computer exactly enough resources to construct a building. (Ideally, you'd use a building with a long build time.) During the game, check when the computer has 0 resources, and set a switch. Detect how much time passes between the activation of that switch and the detection of a building in the enclosure. If the amount of time that passed was too short, then the cheat code was activated. Otherwise, remove the building, reset the computer's resources, lather, rinse, and repeat.<br />
<br />
== ophelia ==<br />
Enables a level-skipping cheat for the game's campaign. Once activated, enter the race and mission number into the chatbox (e.x. <code>terran1</code>) to skip to a given campaign level. To jump to a ''[[StarCraft: Brood War]]'' level, prepend an "x" (<code>xterran1</code>).<br />
<br />
== power overwhelming ==<br />
Makes it impossible for computer-controlled units to inflict damage, though they can still attack.<br />
<br />
To detect it, set up an isolated enclosure containing a stationary computer-controlled unit. Repeatedly spawn one-hit-kill units one-at-a-time for another computer, and have them run from one side of the enclosure to another. The stationary unit should kill the moving ones before they make it to the other side; if one makes it through, then ''power overwhelming'' must be on.<br />
<br />
== radio free zerg ==<br />
Plays a hidden music track if used by a [[Zerg]] player. Only works in ''Brood War''.<br />
<br />
== show me the money ==<br />
Increases the user's [[minerals]] and Vespene gas by 10,000 each. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 10,000 jump in a player's resources; the Set Resources action can be used to undo it.<br />
<br />
== something for nothing ==<br />
Increases the user's upgrades by one level. It cannot be used to go past the third level of upgrades.<br />
<br />
To detect this, set up an isolated area. In this area, place a specific ground unit for the human player, and a different ground unit for an enemy player. In Unit Settings, set the human player's unit to have an attack that inflicts 1 damage, with a 10-point bonus. Set the computer's unit to have 10 HP. Create a trigger that constantly heals the computer's unit to full health. Create another trigger to detect when the computer's unit has been killed; this is the trigger that will fire when the cheat code is activated.<br />
<br />
The effect is that the computer has a unit that can only be killed in one hit (thanks to the heal trigger), and the user has a unit that will constantly attack the computer's unit. When the user activates the ''something for nothing'' cheat, their unit will receive an attack upgrade. This will upgrade the damage it inflicts to 11 HP. This, of course, is enough to kill the computer player's unit in one hit.<br />
<br />
This works best when using units that automatically attack and cannot be stopped or redirected, such as [[Terran Bunker]]s.<br />
<br />
== staying alive ==<br />
Allows the user to remain in the game after being victorious or defeated. To detect it, simply wait for 0 milliseconds and set a switch after running a Victory or Defeat action. If the switch is set, then the player is using ''staying alive''.<br />
<br />
== there is no cow level ==<br />
Instantly causes a victory for the user. Can be detected with triggers and will lead the player to the next mission since the computer players will lose after typing this cheat. To detect it: see the 'game over man' cheat above.<br />
<br />
This is a reference to ''[[Wikipedia:Diablo (video game)|Diablo]]'', which was rumored to contain a secret level called the "Cow level". This level did not exist in ''Diablo'', but was added to [[Wikipedia:Diablo II|its sequel]].<br />
<br />
== war aint what it used to be ==<br />
Disables fog of war for the player, but does not reveal unexplored areas. This cheat can be toggled.<br />
<br />
To detect this cheat, set up an isolated pre-explored area. Place an immovable ranged unit for the human player surrounded by [[terrain]] that obstructs its [[vision]]. Behind that terrain, place a unit for the computer player. (For example, the human unit can go on a lower elevation.) Modify HP if necessary to ensure that the human unit can kill the computer unit in one hit. When the cheat code is activated, the human unit will be able to see and kill the computer unit, and the computer unit's death can be detected by triggers.<br />
<br />
== whats mine is mine ==<br />
Increases the user's minerals by 500. This code is not toggled; it is simply reused every time it is entered. Triggers can detect it by simply checking for a 500 jump in a player's minerals; the Set Resources action can be used to undo it.<br />
<br />
[[Category:StarCraft]]</div>LazymancerTassadisaster