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  • ...every race weaker. The former is better because people like playing a good game and being able to really use their race, rather than playing a weaker one e ...zerg. if zerg is too far from protoss, it is an advantage for zerg. (early game)
    13 KB (2,368 words) - 00:23, 21 March 2015
  • ==In-game formatting== These are the control characters in-game. They affect all in-game text, including Mission Objectives. Notably, the "Grey" and "Invisible" cha
    5 KB (835 words) - 14:31, 11 August 2022
  • ...se Game]]), possibility to change speed of the game after the start of the game. == Game lobby ==
    1 KB (185 words) - 00:24, 21 March 2015
  • *'''DRAW:''' The game ends in a tie for everyone. *'''KILL UNIT:''' Kills every unit of a certain type owned by the specified player, no matter where they are, or their propertie
    9 KB (1,518 words) - 19:08, 24 November 2019
  • '''Map max''' is an event that sometimes occurs during [[game|the game]]; it occurs when 1700 [[units]] (including [[doodad]] units, [[spells]] an *Create 1 Mineral Field (Type 1) for Current Player at Location 1.
    5 KB (760 words) - 00:25, 21 March 2015
  • ...manently for all flag beacons when they spawn flags, ten minutes after the game begins. ...ns to place Bunkers. The Bunkers are automatically loaded with units. This type of system is used in Defense maps such as Beacon Defence.
    1 KB (191 words) - 00:26, 21 March 2015
  • ...rt 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" These quirks affect triggers and general game mechanics.
    20 KB (3,274 words) - 21:12, 16 November 2020
  • ...nerals''' (referred to as '''ore''' in [[triggers]]) is a primary resource type. ...a very commonly-used resource; nearly every unit, upgrade, and tech in the game costs some amount of minerals. In maps created with third-party [[map edito
    3 KB (445 words) - 00:26, 21 March 2015
  • ...orge provides mappers with clickable buttons; SCMDraft 2 allows mappers to type the character's hex code surrounded by angle brackets (e.x. <code><nowiki>< |+ '''<big>In-game control codes</big>'''<br>The effects of certain controls on text in Missio
    11 KB (1,517 words) - 00:27, 21 March 2015
  • ...ions, ‘All Players’ in our case) is the player who owns the least of a type of unit (Ex. Current player commands the least <u>Terran Marine</u> --> Tri ...LEAST. Causes the trigger to fire when the players owns more of a certain type of unit than anyone else. (Ex. Current player commands the most <u>Terran M
    8 KB (1,428 words) - 04:22, 2 August 2015
  • ...eems like a Zergling or even a Marine could easily walk through it, but in-game, Starcraft's path-finding AI makes it a bit different: the players might so ...round him. You can see a list of all the terrains' elevations at [[Terrain Type Elevations]].
    7 KB (1,214 words) - 00:27, 21 March 2015
  • A '''unit''' is any object in the game that can be controlled or selected at any point in time. Units include anyt ...they are virtually the only thing that the players can control during the game, they are one of the few input devices available for use in advanced maps.
    17 KB (2,206 words) - 00:28, 21 March 2015
  • ...of this upgrade are not important as there is no way of buying it during a game. Its use is limited to setting its default values in the map editor. *Mineral Field (Type 1)*
    6 KB (875 words) - 00:28, 21 March 2015
  • ...though the two most common are the [[cloaking]] of non-cloakable units and game crashes. ...wever, the trigger action essentially causes the execution of non-existent game scripts. <!-- If I'm not mis-remembering a post made by Heinermann. - DJC -
    14 KB (1,789 words) - 13:15, 19 April 2017
  • '''Use Map Settings''' ('''UMS''') is a StarCraft game type. In UMS games, the map's [[triggers]] are executed, pre-placed units are pr ...egy gameplay. They can have storylines, pre-placed units, and entirely new game mechanics (such as the [[micro]]management and leveling up of a character,
    707 B (103 words) - 00:30, 21 March 2015
  • ...other than just detecting when units get killed. They can be used to store game variables, such as the level in a defense map, or character HP in a RPG map Mineral Field (Type 1)
    36 KB (4,931 words) - 15:16, 4 December 2023
  • Game Templates. Contain different game types and their settings. In-game images for sprites (including units, weapons, spells, buildings, etc.).
    10 KB (1,548 words) - 14:30, 1 June 2023
  • *if the game closes, as in completely shuts down, chances are this is a .dat error. Make *If the game freezes up and you can alt-tab to an error message, it is very likely this
    16 KB (1,793 words) - 00:32, 21 March 2015
  • ...t-" prefixing the filename generally means that the file is part of the in-game main screen (buttons, resources, minimap, etc.) | gamemenu.bin || GameMenu || In-Game Main Menu
    5 KB (669 words) - 00:32, 21 March 2015
  • ...ith this method the player will receive the same reward regardless of what type of unit he kills. == Score method 3: reward based on type of unit killed ==
    19 KB (3,132 words) - 11:24, 14 June 2016

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