StarCraft Map Development User Uberlist. Compiled by Poeir(with special thanks to RobertB, ScottM, eht, Weblar and Lord_Toady!), so some may be inaccurate due to faulty memory or guesses. Guesses are clearly marked. If any of these are incorrect, please reply and fix them. These take all the recent questions asked on the SCM Development Forum and answer them, so I don't have to waste my posts. ;) Some questions are from other places, these are marked with an asterisk(*) Most non-StarEdit questions have been removed. Oldest questions first.

There is actually already a system "in play" for naming maps, it goes like this: "(#ofplayers)mapname", so that all the numbers of players are in one spot. So if I were to create "mycampaign.scm" I'd name it "(3)mycampaign.scm" instead. It has also been requested you put your name somewhere. (I have a mission briefing of just credits where the next missions victory condition is "Elasped time is 0 or more seconds".)

Questions? ICQ UIN 9211372 or e-mail poeir@oocities.com, though I will most likely not immediately authorize you. I've had some difficulty with people in the past.

The pointless mini-mission statement: The goal of these Uberlists was to avoid spam, because the questioner would know about StarEdit, and there would not be redundant questions. Looks pretty good!

ScottM elaborates on Blizzard's technique, though I'm not entirely certain what happens with the second part:

A few of the scenarios that we included have a trigger that never happens that only affects the force "Designer's Notes" :)

If people create their own scenarios with really wacky triggers, this might not be a bad idea.

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Well, looks like I was incorrect. Volume 2 now begins. To view volume 1, go to http://www.oocities.org/TimesSquare/Dungeon/1193/Uberlist1_1-4.html To make corrections on Volume 1, go to http://www.battle.net/forums/starcraft-scm/465.htm

Issues 1-4 can be found there. I'd like to clear up a fairly common misconception about these Uberlists. They are not Frequently Asked Questions. They are every question from the SCM Development Forum. If you post it here, and it relates to StarEdit, it will be answered in one of these Uberlists.

In order to help people find the answers to their questions, I'm now going to put the person's name who asked in in brackets ([]), and if someone answered it as of this writing, parenthesis (()). This means if you asked a question, just press CTRL-F and type your name in. ASCII is included.

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1. Can unit names be altered? If so, may this also be done dynamically with a trigger? [KilrathiX] (Red Dog)

Yes, but only on heroes, and no, respectively.





2. How advanced is trigger programming? Does it have many of the BASIC qualities? Does it have C\C++ qualities? Are there classes and functions? [KilrathiX] (Red Dog)

They're similar to BASIC. They are usually IF-THEN statements.





3. When making a SCM, does it actually compile, or is it a script embedded with sound changes? [KilrathiX] (Red Dog)

Not entirely certain what you're asking, but if my guess is correct, it is a script embedded with sound changes. It is not an EXE file.





4. Can a trigger work with outside elements of SC? For instance: contact a server, feed it info, then resume? [KilrathiX] (Red Dog)

No, it cannot.





5. Can a trigger change elemnts of SC? Like sound volume, speed, etc.? [KilrathiX] (Red Dog)

No, it can not.





6. Can a trigger (either or both) take a still shot, then send this shot to a server? How about direct line feed: sending the action love as a user views (great for tourneys)? [KilrathiX] (Red Dog)

No.





7. Are triggers the only dynamic things available? [KilrathiX] (Red Dog)

No, not at all. Mission briefings with someone's voice recorded can be used, as well as TXT files for same. Actually, in my campaign you will never hear my voice because it doesn't sound serious. ;)





8. I highly doubt this, but would there be any way to create a virus with the triggers in StarEdit? [Spectre] (Preyak)

No. SCM are DATA files. Viruses need EXECUTABLE files. However, it is possible to crash StarCraft with invalid triggers, which is not a virus, but a nuisance.





9. Is there a random trigger? [Laktar]

No, but you can simulate one by having constantly walked-over areas(such as the peon line) turning on/off flags constantly.





10. Can you select a bunch of triggers or units or something in one map and then hit ctrl-c or something and then paste them into another map? [Laktar] (SightBlinder)

Yes.





11. Also, can you open multiple maps at the same time in the map editor? [Laktar] (SightBlinder)

Yes, though you must be careful of your Random Access Memory.





12. Can you design a campaign in which whatever surviving units from the last map were in the next map? [Laktar] (Amaranthine) (Font of Information)

Yes, but only with VERY complicated triggers taking into account the unit's health, etc.





13. Can you give a starting unit (most probably a hero) an upgrade that the normal of his type have to still wait for the research for? [Amaranthine] (Font of Information)

Yes, for normal units and heroes. You can also disable upgrades/units.





14. If someone is controlling two races, with one being Zerg, can they build Zerg buildings off of the Creep? [/\pollo]

No, same in StarEdit. Nor can the secondary race place any buildings on the Creep.





15. Can you use wave files in mission briefings? [CommanderLeader1]

Yes. You can also use TXT files. See question 7 as well.





16. How many units other than the standard (tank,archon, ect.) can you edit in like heroes or in Warcraft II Undead and Daemons? [curiouse]

Each unit can have a hero unit. Only one of each unit can be used.





17. How can I make "MonopolyCraft"? [Predator] (Gibling(SC)) (rama)

Warning: This is probably going to get quite long, and very tricky. Stocked up on your caffeinated beverages yet? ;)

First, we'll make the board. Make all forty squares. You may be able to use buildings to color each square and/or hero units to name each of them. Next, prepare the hero units "Car", "Boot", "Spinning Wheel", etc., or whatever you want to name them. Now comes the tricky part.

How to make the die: It appears that AI Scripts can be used to tell SCVs/Probes/Drones to harvest. Now, use the leader board to display the computer players(essentially the die) amount of resources. This is how much to move. You will also need an area off the board for buying things, as you will not always want to. Another thing you will need is a trigger that is turned on by the player that activates the "purchase" trigger to remove an amount of resources and add others.

Next, houses and hotels. This is going to need even MORE hero units, and a "converter". Say you want to use Marines for houses, and Siege Tanks for hotels. You'll have to measure the amount of Marines in an area, and position them.

That should get you on a good start, but I think I may take my best shot at this(not a promise), and so don't want to give it all away. ;)







18. Can you perform mathematical operations on variable in StarEdit? [rama]

No.





19. How easy-to-use and how is StarEdit handled?

It looks like it's going to be GREAT. An intuitive interface (Terran Units, gee, I wonder what that does... :-), simplistic triggers that can get quite complicated. The ultimate learning curve, easy to learn, difficult to master.





20. Can you use the same map for multiple SCMs, but with different units, upgrades, etc?

No, not without using a few dozen triggers. Even then you'd have to have very few maps.





21. Are Mac and IBM SCMs interchangeable with each other?

I don't know, but I hope Blizzard finds a way to make it so. I have a very good friend who has a Mac(he's getting a PC soon, hopefully. Blizzard's definition. :-), and is a very skilled mapmaker.





22. Can units fall down off cliffs, or float away on Space Stations?

No.





23. What are Data Disks? What are they for?

First, keep in mind that all of the last 25 questions should be considered guesses. Other than that, I will assume that they are used as an "information database"(a goal in one of the missions) in the Single Player campaign. Using triggers, you could do same.





24. Could I design a sort of security camera in the installation tileset by having a trigger next to one of the computer doodads in the wall and making it reveal a part of the map constantly while a ghost was standing on it?

Yes. See the full triggers and conditions list at the bottom of this document.





25. Is Guy Montag a guy?

Probably, unless he's cross-dressing. : )





26. Can I make my own mid-game cinematics via triggers? (ex. In WarCraft 2 there is a mission where you see a bunch of your Knights- one being Lothar- getting killed by Ogres and then have to move the map to where your other guys begin)

Yes, you could temporarily remove control from those units.



27. How can you make it so that in a "most kills" game, the TEAM with the most kills wins? [Kiddune] (firebean)

First, you must define the teams with Forces. Next, the trigger must look like this: Players: All Players. Conditions: Force # has Most Kills. Elasped time is X, where X is the number of minutes times 60 that you want the game to go on for. Otherwise, the first team to kill something will win. Actions: Victory



28. How can you control two races simultaneously? [Timmy] (Firebean)

There are two ways to do this. The first is to make the unit you want from a different race rescuable, and the second is to use a trigger. To make a unit rescuable, go to "Player/Settings" menu. Select the player and race, then use the pull-down menu and set to rescuable.

To use a trigger, you must first defnine a location. Use the pull-down menu that says "Terrain Layer", and instead select "Location Layer". Click and drag a mid-size(about 5x5 marines) location. Next, go to "Scenario/Triggers", and select "New". Select the player you want to have get the unit. Next, set the condition to "Always". Finally, set the action to "Create (Unit you want) at (Location you defined). There you go.





29. How do I set up a Briefing? [The-Spirit.] (Samster)

Go to the "Scenario/Mission Briefings" menu. Select "New". Depending on the situation, you may want to do this one player at a time, or give one to all players instead. Now, the tough part. I don't know exactly how you want your briefing, so I'll define everything:

Display Speaking Portrait: This shows a unit talking in that slot. Slot 1 is the far left, Slot 2 is the second from the left, Slot 3 is the second from the right, and Slot 4 is the far right. 1000 milliseconds equal 1 second. This takes a lot of trial and error.

Hide Portrait: This stops showing a portrait in one slot. Use this at the end of the briefing for aesthetics.

Mission Objectives: This is what goes in the bottom left corner, and will be shown in the main menu "Scenario Objectives". Define this first, for aesthetics.

Play WAV: This plays a Wave file you import using the "Scenario/Sounds" menu.

Show Portrait: This shows the portrait of any unit in the game in any of the slot numbers. There's too much information to print here, but it's fairly self-explanatory.

Text Message: This is the scrolling data in the main box. This takes a lot of trial and error to time correctly. Be generous with the milliseconds. 1000 milliseconds equal 1 second.

Transmission: This allows sound to aid your text. Slots have already been explained. The WAV file is imported using "Scenario/Sound". The transmission duration is how long the text will be displayed. The text will usually match the sound, but it can say anything you like.

Wait: This is the pause between people speaking. You must use this between each block of text, otherwise the briefing will not function. I find 500 milliseconds is a good number.





30. What is a switch, and how do I use it? [Cholo] (firebean)

A switch has a status, either on, or off. These can easily be used in triggers. If you have a location defined, things walking through them can turn them on, off, or toggle them. They can be used both in conditions and actions. They can be used to simulate randomness by placing a lot of small locations in the peon area(s) and toggle switches whenever Any Player controls 1 or more of Any Unit at Location #.





31. What are Map Revealers? [Cholo]

Map revealers are like having a unit at a location that is invincible, invisible, and cannot even be detected or touched. They reveal that section of map without Fog Of War. If you want Fog of War, use the Fog Of War Layer, and color it in.





32. How can I get the map to distinguish which one of the attackers killed one of the units? [Ashgad] (firebean)

Use the Player, Any Player, Condition: (Kill) Current Player Kills 1 or More Terran Civilian, Action: (Modify) Add 5 Ore to Current Player.





33. How can I make the Computers heroes attack? [Fg-Knight]

Use "Send All Units on Random Suicide Missions" AI Script. Make sure that that hero is a different color, so that you can tell which one it is!





34. How can I make traps attack the Human player? [V-Richten]

Use the player pull-down menu, and select any player EXCEPT a human one. Now place your traps.





35. Is there any way to make troops walk off a cliff, or into space and take damage? [Aardvark23] (Olias)

Yes. Make many locations along what you want them to fall off of. Either make this kill them(this will allow you many more locations for other purposes) or teleport them down with damage. Make sure it doesn't affect air units!





36. How do you make a "peon" start off carrying something? [someone]

Place the object you want them to carry. Build a location encompassing it, and ONLY it. Set the player to the one you want to have the object. Set conditions to Always, and Actions to "Create (Worker Unit) at (Location #)".





37. How can I make some units go to a location, then become rescuable? [Teufelhund]

Run an AI script to make them run to a location(by setting up a thin area that says "Send all units on Strategic Attacks"), then once they get there, set it to Rescue Passive.





38. Being a computer program, this thing is vague("This map could not be loaded because it had too many obstructions. Try widening corridors and decreasing the number of small nooks and crannies to correct the problem."). What best could be removed/changed to fix this? [Kinnison]

See the "Wakka Wakka" map that came with StarCraft. Try to make all corridors at least that wide.





39. Would removing sounds help? [Kinnison]

Probably not.





40. Would removing starting units and/or doodads help? [Kinnison]

Probably doodads...





41. Would removing (Heaven forbid) One of the hundred triggers help? [Kinnison]

Yet again, probably not.





42. What does the map editor see as obstructions? [Kinnison]

I'd imagine Doodads and walls.





43. How can I start off with a Nuke in a Silo? [RAMses] (Xavier)

I was unable to find any way to do this. If anyone has any information, please contact me or reply.





44. How can I fight the computer with "Use Map Settings"? [I couldn't find the question again, sorry]

You must use one of the MANY AI scripts. They can all be found in the help file. Sadly, no one has yet discovered how to duplicate the melee AI. I believe Blizzard once confessed it was not possible.





45. Is there any way to create a hero? [Xonnox] (d.brodale) (kristian)

Yes, but the player won't know it until it's done. Create a trigger affecting which players you like. Conditions should read "Controls 1 or more (base unit)", and actions are "Kill (base unit) at (anywhere)" and "Create (hero unit) at (anywhere)".





46. How can I add minerals or gas every time I kill a unit? [Benjamin] (Chewabacca) (-Redwyng-) (Benjamin)

Players: Your option. Conditions: (Player) kills 1 or more (unit) Actions: Add (minerals or gas) to (Player) Preserve Trigger



The other two had an idea to use switches. This may work better, as I am pressed for time, and didn't test the above.



47. How can I make a computer passive to some, and active to others? [Ivanhoe] (Chewabacca)

You can't.





48. HOW DO DOORS WORK?!? I'VE TRIED EVERYTHING! [Many, many people]

I finally got this to work, and it all came from remember the "preserve trigger action". You can use one or two locations. Build your thin wall, and place the door doodad. Next, make a location COMPLETELY encasing the door. Make a trigger that says Player: Any Player Conditions: Current Player controls 1 or more Men at Location # (Use a different location if you want to remotely open the door) Actions: Toggle Doodad State at Location # of door

One of the tough parts is the left high door, right high door, etc. Left high door is the door that is on the "Floor" tileset, and the doodad is placed on the "Roof" area. It goes this way: / Right High Door is the same, but goes this way: \ Pit door goes on the Substructure, but the actual Doodad is placed on a thin "Floor" area. Left: / Right: \





49. How can I get the sounds from the campaigns? [Cyberdragon] (Devilzilla)

1. Hire the person who recorded the voice of Jim Raynor and have him record a wav-file for you. EXPENSIVE!

2. Record your own wav-file and try to sound like Jimmy. DIFFICULT!

3. Use the program MPQ-view to extract all the sounds from the actual game. You can download MPQ-view from most of the Starcraft-sites out there, but try at: http://scumrunners.adsnet.com





50. After pressing start in the briefing, StarCraft closed itself out. Help! [ArchoN] (Devilzilla) (Chewabacca)

If you have flags, remove them. Also, check your triggers.





51. How can I make burrowed Zerg Units only attack after they're approached? [Robespierre3000] (Wiseblood)

Go to the Player/Settings menu. Enable Burrowing. That should solve it.





52. How can I gain control of units on the map? [Invanhoe] (Flatlander)

For the player that you want to gain control of, go to the "Player/Settings" menu, and set that player to Neutral.





53. I ran an AI Script, but it didn't work right. How do I get it to function? [Royalwolf] (Benjamin) (Parupu-Ranran) (Silvercloak) (Vega)

Check to make sure that you are:

1) not having random locations checked for the force that contains the comp player

2) not running multiple campaign/custom/town scripts at the same location

3) running the correct script for that race at the location you created around the comp player's command center

4) Not giving the comp too much vespene to begin with

5) Putting resources within the same screen as the command center/nexus/hatchery

6) Giving the comp some peons (drones/Probes/SCV's)

7) NOT using the "preserve trigger" action (Each AI script has an ordered list of functions, preserve trigger causes it to keep repeating the first function and not to continue to the next)

8) Actually giving the Protoss a Nexus and not a Gateway <^_^'*

The AI responds differently depending on what kind of script you give it (Custom or Campaign). I'll let you see what I do for custom and will go from there.

First, you need to make sure each computer unit has a command center and four workers(ScVs, drones, probes), also with the Zerg you should give them two overlords

2nd, use the location tool and draw a small box just around the computers command center and call it for example, "red1", this will be a small box.

3rd, use the location tool and draw a bigger box around all of the computer player's workers, command center, minerals and gas and call it for example, "computer location1".

4th use the location tool and draw a small box around your own base and call it "home1".

Now for the triggers

Condition

Always

Trigger1

Execute (Zerg, Protoss,Terran) Campaign Difficult at red1

Execute (") Custom level at computer location1

Condition

Always

Trigger2

Preserve Trigger

Execute (") Value this area higher at home1

These triggers do work, and the computer will attack you aggresively and constantly. It will build its own buildings and send troops to beat you. The last thing you need to do is make sure you don't give yourself a command center to start but some other building like a bunker. The computer custom level is responsive to expansion. Because you will be building your command center the computer will think you are expanding and will act even more aggresively.

This is short explanation of custom level, if you want the campaign level or something else just let us know. I or somebody else will get back to you.





54. How can I keep Zerg burrowed until I want them to unburrow? [Starwaster (Zerg Prime)] (Benjamin) (Wiseblood)

Use the trigger "Create Unit with Properties", and have the properties be burrowed. However, if you want them to always be there, try using another Zerg, one that is neutral, and burrow them there. Kill them first.





55. Does anyone know if when an AI values a place twice, do they value it more then if they valued it once? [Sintestine]

I'm not entirely sure what you're saying, but I will say no, unless it is for two different players.





56. How can I remove a map revealer? [WiZaRd!] (Trollbane[GoS]) (kristian) (Grey-Wolf)

If you want to just reveal the terrain, you can instead use the Fog of War layer. Just color in the area. However, if anyone knows how to leave it there for a specified period of time, please inform me.





57. How can I create a beacon/flag/etc.? I keep getting an error message! [Lor] (Wiseblood) (kristian)

Units are in the way. Make a smaller location where you want the beacon, and create the beacon after a few thousand milliseconds. 1000 milliseconds = 1 second





58. Is there a way to increase/decrease the supply limit? [Jolted Chicken]

No, but you can fake it. Just decrease the supply needed for each unit.





59. How can I make traps attack my Human player(s)? [Ivanhoe] (Silvercloak) (FiReWaLL)

Select one of the computer players while placing them.





60. How do switches work? [-VILLAN-] (Wiseblood) (Ken)

Use the action "Toggle Switch #" to change it from set, to off, or vice versa. These are then integrated into other triggers. You can preserve them, for some situations. All switches start off cleared.





61. How can I make a unit come back to life every time it is killed? [Star_FIRE] (Wiluzip zippiinpistine)

Use the "If (Player) controls 0 or less (Unit) then "Create (Unit)" "Preserve Trigger" condition/action.





62. I can't get bridges to work. [John] (Ivanhoe) (FiReWaLL)

Bridges must be placed on dirt, and have the perfect length. Just keep fiddling with it.





63. Is there any trigger that will detect if a certain unit type is destroyed? [Dipstick] (Laktar)

Use the deaths counter. It's a trigger.





64. Is there any way to make it so you can place a smaller terran with each click? [Dipstick]

No.





65. I fulfilled the victory conditions, but I got a draw instead! [Flatlander] (Warlock) (.phreatic.)

Copy the original trigger. This is the main condition for any game.





66. Some of my traps attack me, and some I gain control of. How can I prevent this? [Alejo] (Michael) (DarkElf)

Make sure that you have selected an enemy player while placing those traps.





67. Can I insert my own cutscenes? [-VILLAN-]

No.





68. Can I put the StarCraft Sounds into my own campaign? [-VILLAN-]

Yes. Use an MPQ Extractor file. Look around for one.





69. How can I keep track of kills for the game purposes? [FOX[DC]] (Serial) (Wiseblood)

Use a leaderboard instead.





70. How can I make the computer player build Zerglings? [Jien] (Pat N.)

The units produced by the computer player may be influenced by the units it must face, and this could be causing the Zerg computer player to not make Zergling. Try the map again, but take away the starting units for the human players (give them a Command Center and a few SCV's) and see if Zergling are made. If the computer player is still not making Zergling, it would be possible to add triggers to create Zergling.





71. How can I make computer players move? [kadon]

You must run one of the many AI scripts, which can be found in the help file.





72. I created a trigger which conditions are the player must have lost 30 of any unit, and must have 0 units, but it doesn't work. How can I make it work? [Brainmog] (Pat N.)

In order for this trigger to fire, a player must have lost at least 30 units, and possess no units. Merely losing 30 units will only make the first condition true, and in order for the actions of the trigger to take place, both conditions must be true. You should also try changing "units" to "men" -- a structure is considered a unit, so in order for your trigger to fire, a player would have to have lost _everything_ (which is probably a condition for defeat with your map).





73. After the briefing my map crashes starcraft. What did I do or not do? [Chris Fuka] (Pat N.)

Take a look at your map and see if there are any powerup (like Psi Emitters or a Chrysalis) in a location where ground units may not go (in the middle of lava, for example). If you have such a powerup, move it to a accessible location and run the map again.

If you have a map that begins with _a lot_ of starting units, try taking some of them out. Take off about 30% of them and see if you have better luck.





74. Comparitively, how long is 1 millisecond? [MasterKilroy] (Dunric)

1000 milliseconds equals 1 second. 60,000 milliseconds equals one minute.





75. How can I force units to go to a location? [Creeping Death] (Katoran)

Use thin locations, running strategic suicide missions. Or a different AI Script.





76. Can I start with a different number of resources in team games? [Yojimbo] (Parupu-Ranran) (FiReWaLL)

No.





77. How can I play Slaughter with the computer? It said I had to add one? [Kurgen] (CO_NODDY15) (K.Bahlmann)

Go the the "Player/Settings" and set it to a computer in StarEdit.





78. What are switches? [Nicholas()] (Captain Raynor)

Switches are a location that are either set or cleared. They are used in conjunction with other triggers.





79. How can I share resources with another player? [Jolted Chicken] (Pat N.)

You can't.





80. How do you set the timer? [Reddog] (Silvercloak) (Larry) (Pat N.)

Use an elasped time trigger.





81. How can I create a map revealer after X amount of time? [Lictor] (Silvercloak)



Make sure the trigger is for the human player and enter these conditions

Condition

Elasped scenario time is X or more game seconds

Action

Create map revealer for (Player) at (location)

Center location at (location)

This should make a map revealer and center the location on that map revealer after the required time.





82. After adding custom, the money keeps coming! [Wiluzip zippiinpistine] (Youtien Hu)

CONDITION

Current player kills score is 50 or more.

ACTION

Modify score for current player: add 25 custom.

Modify score for current player: subract 50 kills.

Preserve trigger.

When you kill a zergling, you get 50 killing score,kill a hydralisk is 350 points. This is a list of zerg unit:

Zergling:50

Hydralisk:350

Ultralisk:1300

Drone:100

Defiler:450

Infested Terran:400

Broodling:25

Larva:10

Overlord:200

Mutalisk:600

Guardian:1100

Scourge:200

Queen:800





83. Is there any way to make an active computer ally? [One who seeks an answer] (Chris)



Yes, all that you have to do is this: Make a location around all of the computers starting units and buildings. Then go to triggers and make a new one. It should look like this:

Conditions: Always

Actions: Execute AI script set player to ally at location (whatever # you choose)

Also in order to make the computer an aggresive ally you might want to set another trigger that would look like this

COndition: Always

Action: Execute AI script (Terran, Zerg, or Protoss) custom level at location (the same one you used last time)

There you go thats how you do it.





84. Is there any way to give upgrades later? [Virtex]

No.





85. Is there any way to make two leaderboards? [Zavier]

None that I found, but someone else may be able to.





86. Can you exclude (a) player(s) from the leaderboard? [Zavier]

Not to my knowledge.





87. Is there any way to make two computer players fight each other? [Raven] (Sinestine) (James "Quickshot14" Greenwood)

This is not hard to do at all. All u need to do is create a location at each computers start location call it whatever u wish. *EX:Computer 1 & Computer 2* now for both computer players simply do this.

*THIS IS FOR COMPUTER 1*

Conditions:

-ALWAYS

Actions:

-RUN Change Player To Enemy AT Computer 2

*AND THE SAME FOR COMPUTER 2*

Now if you want them to create buliding upgrade etc. Just add the normal Campiagn AI scrpit.

*THIS IS FOR COMPUTER 1*

Conditions:

-ALWAYS

Actions:

-RUN Terran Campaign Diffucult AT Computer 1

-RUN Change Player TO Enemy AT Computer 2





88. After all of one players units are dead, the guns on the installation missions stop functioning. How can I make them keep shooting? [Ivanhoe] (Naimah)

Just select a "nonactive player", that is JUST for guns. Put them on the same force as you originally had the guns on.





89. Even though I now have a computer ally, my forces attack them. How can I prevent this? [John Z Olivas]

(Guess) Try setting the computer player to Neutral.





90. How come my Spider Mines don't attack other Vultures? [Goofy] (darkstar) (Nossirahdrof)

Some units are flagged as "Hovering". Hovering units can not be attacked by mines. Both Vultures and Archons are hovering units.





91. Can you turn off Invincibility after X amount of time? [Larry] (Benjamin)

I think running the Invincibility trigger again will cut it off. In this way, you could do

Action:

Set invincible for [unit] for [player]

Wait 20000 milliseconds

Set invincible for [unit] for [player]

In this manner, what the trigger basically does is toggle itself on or off either time you use it. Of course, I've never used Invincibility before, so I'm not sure. However, it will only take a little to test it.

You may also see the "Wakka Wakka" map that came with StarCraft.





92. I want to make a map where my units can touch an item ex.Khaydarin Crystal and have their health and/or sheilds completely restored. How can I do this? [WngdAvngr] (Gray)

You have to create a triggerfor each unit that will touch this crystal. Lay an area over the crystal and define the triggers like this.

Conditions:

(layer) brings (unit) to (location)

Actions:

Clear (unit) at (location) for (player)

Create (unit) in (location) for (player)

Preserve Trigger





93. What's the difference between "Strategic" and "Random" suicide missions? [DeLa'Car] (Reddog)

Strategic: All units attack at once

Random: Units attack on their own whim





94. Is there any way to have locked doors, until you want them to unlock? [MicroSlav] (CDR Kyle) (Darkstar)

Set up a location that trips a switch, and may display a message. Have the open/close door location have a condition which reads "Switch X is Set".





95. How can I prevent a player from getting something, even though he shouldn't? [ArchoN]

Make sure to have conditions first read something to the effect of "Player has (resources" first.





96. Is a switch global? [Mad Hatter] (Hydra27)

Yes.





97. How can I make a leaderboard keeping track of the number of deaths of a certain unit? [Petey Wheatestraw] (DarkElf) (El Ahrairah)

Conditions: (Player) kills 1 or more (Unit) Actions: Set Leaderboard Kills (Unit)





98. Are you supposed to use the Preserve Trigger on AI Scripts? [Ramza]

Yes.





99. How can I create a unit, then make them go kill something? [BackYard Bob]

Create them, but make a second trigger with similar conditions to Set Switch X. Make another trigger that Conditions: Switch X is set. Actions: Wait Y milliseconds Run AI Script at Anywhere Clear Switch X Preserve Trigger





100. (Note: This is a question asked often, and should be included. However, it is so long that it needs to be the last question. Evilcow wrote this entire thing, though I did make corrections.) What are triggers, and how do they work? [Too many to say, including me!] (Evilcow)

Hello, all. EvilCow here. I thought that the people who didn't get the extreme lucky pick of becoming a beta tester would like to learn how triggers work. Hence this post.

First, this is what the trigger menu looks like: You push a button on the toolbar, and the trigger menu opens. It has eight buttons: close, help(a great help file!), new..., modify..., copy, delete, and load and save triggers.

These buttons have fairly obvious purpouses. on the uppre left, there is a list that lets you choose which triggers you want to look for. This just is a way of lowering the cluttering in the box below that I will explain later. The things you can choose from these menus are basically different players. Suppose you had a trigger that effected all the players. when you inserted the trigger, the box would say All players at the top of the box. When you click on this, you will get a list of the triggers effecting all players in the box below. If the trigger effect, say, player 2, you would click on player two in the top box, and the triggers for that player would be labeled. you may then click on the trigger and modify and do whatever you want to it.

That covers the opening layout, now to expliain how trigger work:

A trigger is simply put, a trigger. it is an action that turns on when affected by a condition. You set up a trigger like this:

you click on the new... button, and first choose which player this trigger would affect. the choices are as follows.

Player 1

Player 2

Player 3

Player 4

Player 5

Player 6

Player 7

Player 8

All Players

Force 1

Force 2

Force 3

Force 4

These are all fairly obvious player settings, except the Forces. Forces are types of player gruops. The names of each force can be changed in another menu in the editor. These are basically a way of identifying that this player will be on team 1 and this player will be on team 2 and so on. You may only have a max of 4 forces.

Note: when selecting your choices, you may select more than one player, such as player 2 and player 4. It uses a check-box layout.

After that, you are brought to the conditions window. You will then select the condition that you want the trigger to be activated by. a full list of conditions will be labeled later in this post. You can have multiple conditions for one trigger if you need it to be like: player or has more than 20 units, and elapsed time is four minues or something. you can also modify, copy or delete previously set conditions.

After you select your condition(s), you will be brought to the actoins menu. this is similar to the conditions menu, except that you will choose the actions (which will also be specified later) that

will happen when the conditions are met. (I sound like a terrorist...) Again, you can choose multiple actions, and you may modify, copy, and delete.

Now on to the fun stuff: I will label ALL the actions and triggers as of the beta campaign editor release. Be patient, this may take a while. If you want, the list will be in alphabetical order, so you can zoom to a section to see if that trigger is there, but I would reccommend reading it straight through because some definitions I will only give once.

Now first, the conditions:

Note: the words with stars around them MUST be manipulated in order

for the trigger to work,

ACCUMULATE

*Player* accumulates *quantity* *resources*.

player can be player 1 - 8, current player(effects the player who activates the trigger first), the forces, allies, neutral, foes,or all players. Quantity is simply the number of resources.

resources can be ore, gas, or both

ALWAYS

always.

this just makes this trigger always active.

BRING

*Player* brings *quantity* *units* to '*location*'.

units can be specified as any unit, buildings, men, factories, or a specific unit.

locations can be created on the map, and labeled by the name you want it to be labeled by. you may then choose the location in the location chooser for the trigger.

COMMAND

*Player* commands *quantity* *units*

Self Explanitory

COMMAND THE LEAST

Current player commands the least *units*

Self Explanitory

COMMAND THE LEAST AT

Current player commands the least *units* at *location*

self explanitory, read bring for Location definition

COMMAND THE MOST

Current player commands the most *units*

Self Explanitory

COMMAND THE MOST AT

Current player commands the most *units* at *location*

COUNTDOWN TIMER

Countdown timer is *duration* game seconds.

duration decides what time the counter must be to launch the trigger.

timers are set with other triggers.

DEATHS

*Player* has suffered *quantity* deaths of *unit*

Self Explanitory

ELAPSED TIME

Elapsed scenario time is *duration* game seconds

Same as COUNTDOWN TIMER, wut you don't need to set up a timer, it

keeps count by itself, you just can't see it.

HIGHEST SCORE

Current player has highest score *points*

Points are confusing. You have total points, which is your combined score from everything, but you can set it to only be for certain points, such as unit score, building score, both combined, kills,

razings, kills and razings, or customs. customs are specific points which are explained in actions.

KILL

*Player* kills *quantity* *units*

fairly obvious

LEAST KILLS

Current player has least kills of *unit*

Self Explanitory

LEAST RESOURCES

Current player has least *resources*

you can figure out this one

LOWEST SCORE

Current player has lowest score *points*

take a wild guess

MOST KILLS

Current player has most kills of *unit*

you can get this one

MOST RESOURCES

Current player has most *resources*

opposite of LEAST RESOURCES

NEVER

never.

prevents you of doing something.

OPPONENTS

*player* has *quantity* opponents remaining in the game.

this one is obvious

SCORE

*player* *score type* score is *quantity* score type is just the different score types mentioned above.

Remember that you can combine conditions.

Now for the wonderful ACTIONS!!

Note: you must remember that an action comes after a condition. that will make it make more sense

ACTIONS:

CENTER VIEW

Center view for current player at *location*

this will make a player look at a location on the map when they meet the conditions( there goes that terrorist stuff again)

CREATE UNIT

Create *unit* at *location* for *player*

this will put a unit just about anywhere you want it for whoever you want it for

CREATE UNIT WITH PROPERTIES

Create *unit* at *location* for *player*

apply *properties*

Same as create unit, but you can make special properties. Don't get crazy ideas, thoiugh. properties only have health and shield percent, whether or not it is invincible, and if capable if it is cloaked or burrowed.

DEFEAT

End scenario in defeat for current player Guess.

DISPLAY TEXT MESSAGE

display for current player:

*text*

you can send any message during the game under the specified conditions.

KILL UNIT

Kill all *units* for *player*

hehehehe I like this one :)

KILL UNIT AT LOCATION

Kill all *units* for *player* at *location*

same as KILL UNIT, but you can specify the spot.

LEADER BOARD (CONTROL AT LOCATION)

Show Leader Board for most control of *unit* at *location*

Display label: *label*

Leader boards are an in-game status of what's happening the label says "whatever" you want it to at the top of the screen, followed by whatever information you want to go under it. Trust me: there are a LOT more leader board triggers.

LEADER BOARD (CONTROL)

Show leader board for most control of *unit*

display label: *label*

read above: same, except without location thingie

LEADER BOARD (GREED)

Show Greed Leader Board for player closest to accumulation of *number* ore and gas Greed leader boards are weird. shows who has the most minerals and gas

LEADER BOARD (KILLS)

Show Leader Board for most kills of *unit*

Display label: *label*

read the first leader board thingie for info. otherwise self explanitory

LEADER BOARD (POINTS)

Show Leader Board for most *points*

Display label: *label*

LEADER BOARD (RESOURCES)

Show Leader Board for accumulation of most *resource* display label: *label*

LEADER BOARD GOAL (CONTROL AT LOCATION)

Show leader board for player closest to control of *number* of *units* at "location*

Display label: *label*



LEADER BOARD GOAL (CONTROL)

Show leader board for player closest to control of *number* of *unit*

Display label: *label*

LEADER BOARD GOAL (KILLS)

Show leader board for player closest to *number* kills of *unit*

Display label: *label*

LEADER BOARD GOAL (POINTS)

Show leader board for player closest to *number* *points*

display lable: *label*

LEADER BOARD GOAL (RESOURCES)

Show leader board for player closestto accumulation of *number* *resource*

Display label: *label*

LEADERBOARD COMPUTER PLAYERS

*set* use of computer players in leader board calculations set is a term that can be changet to add or subtract for your needs.

What?! YAY! I'm done with leader boards!! (You know how if you look at a word too long, it looks funny? that word is BOARD for me right now :))

MINIMAP PING

Show minimap ping for current player at *location* Ive never tried this one. Will someone tell me what this does?

MOVE LOCATION

Center location labeled *location* on *units* owned by *player* at *location* I guess this moves a location :)

MOVE UNIT

Move *units* for *player* at *location* to *destination* desstination is just a fancy word for another location. this is just a way to say WARP UNIT TO LOCATION

MUTE UNIT SPEECH

Mute all non-trigger unit sounds for current player. guess what? this mutes unit's speech!

PAUSE GAME

Pause the game

Pauses the game

PLAY WAV

play *WAV file*plays a "WAV" file. you pick which one

PRESERVE TRIGGER

Preserve trigger This is important if you want the trigger to stay after is is used once.

REMOVE UNIT

Remove all *units* for *player* I wonder....

REMOVE UNIT AT LOCATION

Remove all *units* for *player* at *location*

SET COUNTDOWN TIMER

Modify countdown timer: *set* *duration* seconds this lets you start a timer for whatever purpouse

SET DOODAD STATE

*Set* doodad state for *units* for *player* at *location* this lets you do stuff like pen doors on installation levels.

SET INVINCIBILITY

*set* invincibility for *unit* owned by *player* at *location * KILLER PEON OF DOOM!!!! :)

SET MISSION OBJECTIVES

Set mission objectives to: *text* this will allow you to make mission objectives that will appear under "mission objectives" in the options menu. neat thing

SET NEXT SCENARIO

Load *scenario* after completion of current gameI wonder if this one works in multiplayer... Anyways, this is just a way to link campaigns

SET RESOURCES

Modify resources for *player:* *set* *quantity* *resource*this will allow you to give resources or take them away at will

SET SCORE

Modify score for *player:* *set* *quantity* *points*just modifys your score

SET SWITCH

*set switch*

I am REALLY curious as to what this does. If anyone knows, please help!

TALKING PORTRAIT

Show *unit* talking to current player for *duration* millisecondsthis makes for good plot feature in mid-game(what war2 needed)

TRANSMISSION

Send transmission to current player from *unit* at *location*

Play *WAV file*

Modify transmission duration: *set* *number* milliseconds

Display the following text: *text*

I REALLY suggest using this for single player campaings. this is a really neat trigger, and worth looking at, but can increase the map's file size a LOT.

UNMUTE UNIT SPEECH

Unmute all non-trigger unit sounds for current player. Fairly obvious

UNPAUSE THE GAME

This trigger unpauses the game.

VICTORY

Ends scenario in victory for current player.