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  • In this tutorial we're going to go into the fatty layer of Badlands that is buildings. Construction of a building in Badlands may look like a tedious process, bu ...n the middle so that the body doesn't look messy. Keep in mind that larger buildings may need this 2x1 piece more than once.
    2 KB (320 words) - 00:34, 21 March 2015

Page text matches

  • ...n-the-eyes factor of a bright white snow background. In particular protoss buildings warping in looks like crap on white background. Snow does look nice in mode ...asy way to copy distances and keep equal distances is by placing temporary buildings or units (having the grid enabled helps). I often count how many turrets I
    13 KB (2,368 words) - 00:23, 21 March 2015
  • ...lague also ignores Protoss shields and does damage directly to the unit or buildings HP. See the 3 spell pages for full details, including damage and duration,
    3 KB (411 words) - 17:49, 2 August 2015
  • ...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.
    2 KB (407 words) - 00:24, 21 March 2015
  • ...hallucinated (as in the High Templar ability), or In-Transit (if they are buildings with the Lift-Off ability, i.e. Barracks, Factory). You can also change the ...ocation over a computer player’s base will make them use their units and buildings as if they were playing a melee. Using ‘Value this area higher’ will gi
    9 KB (1,518 words) - 19:08, 24 November 2019
  • ...Terran]] worker units are ordered to construct buildings, the cost for the buildings will be paid, but no structures will be produced. ...x may result in the add-ons being built at large distances from their host buildings when the map unmaxes; they will still be considered connected, and their br
    5 KB (760 words) - 00:25, 21 March 2015
  • .... Incomplete buildings will be considered for actions. Incomplete [[Zerg]] buildings morphing to higher forms, such as a [[Zerg Spire]] morphing into a [[Zerg G *Terran buildings that are created or pre-placed as "[[Lift Off|lifted]]" will move about a t
    20 KB (3,274 words) - 21:12, 16 November 2020
  • SCVs repair units and buildings in a similar way, based on build time and total HP. Multiple SCVs increase Building units follows the same formula, and this explains why some buildings/units come out injured, except they start out with 10% of the base HP, plus
    3 KB (413 words) - 14:10, 30 March 2021
  • ...arry small packages of gas to the nearest resource-accepting building. The buildings vary in name and appearance from race to race -- [[Terran]]s use [[Terran R
    3 KB (445 words) - 00:26, 21 March 2015
  • '''Stacking''' refers to situations in which multiple ground [[units]] or buildings occupy the same space. ...[Terran SCV]]s and [[Protoss Probe]]s can stack themselves by constructing buildings over themselves; SCVs may also end up being stacked when completing a build
    2 KB (344 words) - 00:26, 21 March 2015
  • ...rites are always shown over [[terrain]], and many are shown over units and buildings as well. This attribute is useful in that it allows mappers to do the follo *[[Zerg Larva]] (Makes all built units, not buildings, have same effect)
    4 KB (695 words) - 00:26, 21 March 2015
  • And idle defiler will use plague nearby enemies units or buildings. Groups of enemy units make the computer more likely to use plague. Parasite can be cast on any unit, but not on buildings. The player casting the spell will gain vision of the parasited unit.
    6 KB (1,030 words) - 00:26, 21 March 2015
  • Lockdown can be cast on any mechanical unit except for buildings. Units affected by lockdown will be unable to move or attack for 1056 frame ...all of their energy and shield points removed. This works on all units and buildings.
    13 KB (2,135 words) - 17:38, 9 February 2019
  • ...n the storm for its entire duration. It hits ground and air units, but not buildings. Psionic storm damage does not stack. Hallucination may be cast on ground and air units, but not buildings. When cast on a unit, two "hallucinated" versions of the unit will appear f
    6 KB (934 words) - 00:27, 21 March 2015
  • ...ires when the player has the most points from killing units and destroying buildings.) .../u> --> Trigger fires when current player has the least points from making buildings and training units.)
    8 KB (1,428 words) - 04:22, 2 August 2015
  • ...ructed by worker units. (There are exceptions to both criteria; [[Terran]] buildings can lift off and become mobile, and a [[Zerg Nydus Canal]] can build anothe ...allow the creation of pre-placed hallucinated buildings. Some hallucinated buildings will still function to some degree before they run out of energy and disapp
    17 KB (2,206 words) - 00:28, 21 March 2015
  • ...effect on a player's units. In particular, remember that all of a player's buildings will get a bonus point of armor for each level of this upgrade.
    6 KB (875 words) - 00:28, 21 March 2015
  • ...under this one. Usually most defense maps should have many different units/buildings in which you could make/build. For one time you can just try doing this par
    6 KB (1,039 words) - 00:29, 21 March 2015
  • ...an]] add-ons must be attached to their host building to cloak. All cloaked buildings will be visible in the light [[fog of war]] that covers areas that a player
    14 KB (1,789 words) - 13:15, 19 April 2017
  • In-game images for sprites (including units, weapons, spells, buildings, etc.).
    10 KB (1,548 words) - 14:30, 1 June 2023
  • ...and that it works best in that role. If your anti-infantry unit is killing buildings like they're going out of style, it's time to go back to the drawing board.
    16 KB (1,793 words) - 00:32, 21 March 2015
  • <1> is used for units or buildings.
    1 KB (172 words) - 00:32, 21 March 2015
  • ...at|Firebats]], or [[Terran Ghost|Ghosts]]) are loaded into the Bunker; the buildings are priced accordingly. [[Triggers]] detect the completion of the building * You also need [[hyper triggers]] to make the transition between buildings smooth.
    8 KB (1,167 words) - 00:33, 21 March 2015
  • ...nate them one by one. Once again advanced triggers may be used to have the buildings/units regenerate. If every building is in one big location, then a move or
    9 KB (1,618 words) - 00:33, 21 March 2015
  • In this tutorial we're going to go into the fatty layer of Badlands that is buildings. Construction of a building in Badlands may look like a tedious process, bu ...n the middle so that the body doesn't look messy. Keep in mind that larger buildings may need this 2x1 piece more than once.
    2 KB (320 words) - 00:34, 21 March 2015
  • ...directly, but there are several ways to prevent players from moving their buildings. ...attackers near the buildings, or by creating an air-only location over the buildings and killing anything that enter it. If you destroy a player's building for
    1 KB (226 words) - 00:34, 21 March 2015
  • ...ot be manually controlled, only auto attack. Sort of like bunkers. Crystal buildings cannot upgrade, create units or have vespene gas/minerals returned to them.
    2 KB (268 words) - 00:35, 21 March 2015
  • Next, add some pre-placed buildings where you want the permanent Creep to appear. (Note that this method essent |description=Permanent Creep: Remove pre-placed buildings (Optional)
    7 KB (1,185 words) - 00:35, 21 March 2015
  • ...be shooting at units with one-shot kills (with notable exceptions) and no buildings. Note: You cannot completely disable a unit from firing at all because the
    3 KB (529 words) - 00:35, 21 March 2015
  • '''Liftoff Select''' - Any buildings with the Liftoff ability (Terran Command Center, Terran Barracks, Terran En '''Addon Select''' - Through Terran buildings capable of constructing Addons (Terran Command Center, Terran Factory, Terr
    15 KB (2,355 words) - 00:35, 21 March 2015
  • '''Protoss Nexus''' are [[Protoss]] resource-gathering buildings in ''[[StarCraft]]''. Their ability to process mined minerals makes them hi
    533 B (67 words) - 00:38, 21 March 2015
  • ...n]] worker units in ''[[StarCraft]]''. They mine [[minerals]], construct [[buildings]], and are built from the [[Terran Command Center]],
    425 B (57 words) - 00:38, 21 March 2015
  • |category=[buildings] ...pply Depots''' are [[Terran]] supply buildings in ''[[StarCraft]]''. These buildings are required very early in a game to allow the player to expand his army.
    568 B (79 words) - 00:38, 21 March 2015
  • ...erran Command Center has the ability to lift itself just like other Terran buildings. It can also create two add-ons which are the Comsat station and the Nuclea
    851 B (120 words) - 00:38, 21 March 2015
  • '''Zerg Hatcheries''' are [[Zerg]] resource-gathering buildings in ''[[StarCraft]]''. Their ability to process mined minerals makes them hi
    1 KB (157 words) - 00:38, 21 March 2015
  • Place some indestructible buildings for the computer player 6, plus use several Hypertriggers for human player |description= Place (particular)invincible units/buildings for Neutral/Rescuable player at first.
    10 KB (1,693 words) - 01:59, 16 February 2017
  • *Terran [[buildings]] and mechanical [[units]] can be repaired by [[Terran SCV (StarCraft)|Terr *Terran buildings will catch fire when damaged. When their health is in the red, they will sl
    1 KB (155 words) - 00:38, 21 March 2015
  • ...hat do not own or share [[vision]] with them. The exceptions are cloaked [[buildings]] (which are fully visible when seen in [[fog of war]]) and units near [[Vi ===Cloaked Buildings===
    6 KB (917 words) - 00:38, 21 March 2015
  • '''Terran Comsat Stations''' are [[Terran]] scouting/defensive buildings in ''[[StarCraft]]''. Their ability to create a [[Scanner Sweep]] allows th
    529 B (73 words) - 00:38, 21 March 2015
  • '''Terran Nuclear Silos''' are [[Terran]] offensive buildings in ''[[StarCraft]]''. Within the silo, a [[Nuclear Missile]] can be created
    665 B (94 words) - 00:38, 21 March 2015
  • ...[[Terran Factory]] and are commonly used to counter large ground units and buildings. Tanks are extremely useful when they are used in numbers and strategically
    819 B (122 words) - 00:39, 21 March 2015
  • |category=[buildings] |role=Powers buildings, grants supply
    1 KB (149 words) - 00:39, 21 March 2015
  • |category=[buildings]
    1 KB (176 words) - 00:39, 21 March 2015
  • |category=[buildings]
    647 B (87 words) - 00:39, 21 March 2015
  • ..."Unit" groups (cloaked, workers etc.), "Construction" groups (the list of buildings to be constructed by each race) and the best feature of StarCraft: replays. ...t way to learn all about Actions and Reqs is to first, check ALL units and buildings and see how each action occurs and then start experimenting.
    25 KB (4,517 words) - 00:40, 21 March 2015
  • ...to do that [[StarEdit]] can't do. One example is disabling doodad state on buildings and units, although doing that can make the entire game crash. [[Triggers]]
    4 KB (681 words) - 00:40, 21 March 2015
  • * 2 = Buildings * 3 = Units and Buildings
    53 KB (8,294 words) - 20:13, 4 June 2023
  • * [[Destroy all enemy buildings]]
    341 B (45 words) - 02:01, 9 April 2020
  • ====Zerg Buildings==== ====Zerg Special Buildings====
    7 KB (656 words) - 01:16, 21 October 2022