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!
Remember, there are two ways to use knowledge. One is to hoard it for your own gain. The
other is to help others with it. Take yer pick.
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.
--------------------------------------------------------
Well, looks like I was incorrect. Volume 3 now begins. To view previous volumes, go to
http://www.oocities.org/TimesSquare/Dungeon/1193/index.html To make corrections on
Volume 1 or 2, E-mail me.
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.
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1. What exactly does "Wait" do? [Hydra27] (Nossirahdrof) (Jobe)
Wait means that the next action won't happen for X amount of time.
2. How can I make Zerg players use the Nydus Canals? [Shawn McCollum] (FiReWaLL)
Try creating a location over the canal and run the AI script Value this area higher at location.
3. On the same map I have two terran forces and a protoss force. For some reason each of the
terrain forces sends a few of their scvs to gather up minerals by the protoss force which is on the
other side of the map (256X256). Maybe this is due to me using the "black sheep wall" cheat to
see what the computer players are up to but I don't know for sure. [Shawn McCollum]
(FiReWaLL)
The cheat code shouldn't have any effect on the game. May be the random suicide script is
causing this... not sure though.
4. I killed something, but then it added many more kills than I wanted to. How can I prevent
this? [MadBomber~LoD~ (lords of destruction)] (???) (Continium)
Each unit has a set value that you can not change. You can instead subtract their value from
"Kills" every time something dies. However, I would instead reccomend using "Custom".
5. How can I make a trigger that would make a unit talk? [stan]
Conditions: Your preference Actions: Pause; Display speaking (unit); Text or Transmission;
Repeat as desired without Pause; Unpause
6. How can I create new units from nowhere? [stan]
Player: Player you want to control them Actions: Create Unit at (previously defined location)
7. How can I have random encounters for RPGs? [someguy] (Detenator)
Player: Enemy Conditions: Always Actions: Set (switch) Preserve trigger Duplicate this
three more times. You also need Player: Player Character Conditions: Current player brings
(unit) to (location) Actions: Toggle (Switch) Preserve trigger
Put a bunch of these all over the map, especially at busy places, like supply lines. this will keep the
randomness more fresh and random. Now this is how it works, make a trigger like this:
Player: Enemy Conditions: (Switch1) is set (Switch2) is set (Switch3) is cleared (Switch4)
is set (Switch5) is cleared Actions: Create (unit)
You also need this for each location for random encounters, and a trigger like this: Player: To be
encountered Conditions: Current player brings 1 or more units to (location) Actions: Set
(Switch)
Player: Encountered one Conditions: (Player) commands 0 or fewer units Actions: Clear
(Switch) Preserve trigger
This is supposing one player commands all the random encounters, I don't know how to do it
otherwise, though I guess that it would be done by setting up similar encounters for each player,
setting an arbitrary switch that keeps others from encountering.
8. How can I make my own AI Scripts? [ikillkenny] (DarkElf)
I don't believe you can, but you can simulate it by running say, "Town Script" here, "Random
Suicide" here, etc.
9. Using the "Zerg Campaign Difficult", the opponents will just mine, and send Overlords.
[kadon] (Princeton)
Get rid of the Preserve Trigger, and run a Custom AI instead.
10. How can I make more aggressive computers? [Ritz_] (Jien) (Hoborectus) (Parupu-Ranran)
(M_Scorpy)
Send them on periodic Strategic Suicide Missions. In order to prevent the weaker AIs from
sending out its only base defenses, have it apply only to the AI with the most number of units.
Try valuing the enemy base higher and preserve that trigger, after an initial wait for both sides to
acquire 1500 mineral and gas.
This way, they keep sending troops in to the enemy towns, I do not know how effectively they
will use advanced units, though.
You also might try setting it up so that units are created periodically at the enemy base and then
are moved to their own base. These units will try to get back to the original location where they
were created. Also use the trigger set player to Enemy at (location) AI script.
Execute the AI Script "Zerg Custom Level" at (location) which is wherever the Hatchery is. Also
have Player: (Computer) Conditions: Always Actions: Wait for 1200000 milliseconds; Run AI
Script "Send All Units On Strategic Suicide Mission"; Preserve trigger.
This is just my opinion, but I think the answerers of these questions really knew what they were
doing. One of the many I probably couldn't have solved on my own.
11. Is there any way to directly use what is on the StarCraft CD in my own maps? [phatcat]
None that I was able to locate. : ( Too bad, really, as that would save A LOT of space. Brood
Wars perhaps?
12. After rescuing some units with Siege Mode upgraded, in tank mode they got an "Out of
Range" error. How can I prevent this? [Colte]
Regrettably, I do not know.
13. What is the build order and limit to each of the AI Scripts? [Parupu-Ranran]
This is such a general question that in my limited time I can't check it for myself. So, would a few
people please E-mail me or ICQ me so that we can test this together?
14. What are the conditions which trigger each AI script to attack? [Parupu-Ranran]
Again, this is too general. I would also like to get some people to help with this one as well...
15. What are the conditions which cause the Custom AI to expand? [Parupu-Ranran]
Sorry, but see above. I WILL look into these.
16. What conditions will stop an AI from continuing it's build script or each of the AI's?
[Parupu-Ranran]
I would imagine that a building in the way, or a VERY quick rush will. However, realize that
StarCraft is a game of possibilities. Another team perhaps?
17. What AI scripts will interfere with another if run at the same time? [Parupu-Ranran]
Probably anti-each-other one's. i.e. Custom AI(for Do Not Attack) and Random Suicide
Missions.
18. How can I alter the techtrees? [phreatic]
Unfortunately, after half an hour of searching, I found no method of doing this.
19. I have a mission where a Young Chrysalis is to destroy any unit carrying it, and replace both
with a Mature Chrysalis. When this happens, I get a "Unit Unplacable" error. How can I prevent
this? [GrymReaper] (Sabash) (Aceron) (MadHatter) (ShadowLord(ck)) (Ghidrah)
Try using "Current Player" instead of "All Player" for the control area. Also, you might try using
the "Wait" action before placing the Mature Chrysalis. In addition, you might try creating the
new Chrysalis before creating the new one. However, buildings can not be placed in Installation
tilesets.
20. In an RPG I made, our group instantly wins. What is wrong? [DUk] (Grandspleen)
(Support) (Moneran) (Ken)
Be sure to check your victory conditions, and that there is one. Also, when you create units at a
location, it creates units in the center of them. So, if your center is at an area where units can not
be (like a cliff face or a doodad), it may not function.
21. How can I ally with the computer? [Wiluzip]
Use the "Set Player to Ally" trigger, covering your town with a location. Be generous.
22. My 12 megabyte map is crashing my computer. [Darkone] (Pat N.)
When you remove the sound files, are you actually deleting them from your sound manager (to
get there, select Scenario from the StarEdit menu bar, then select Sounds)? Deleting the sound
files in this way will remove them from the map. After you've deleted them, save the map to a
different name and compare the file with the old map -- the new map should be considerably
smaller.
23. I want two computer players to attack simultaneously, after a set period of time. How can I
do this? [bobby]
Player: Computers Conditions: Elasped time is (Minutes you want x 60000 + Seconds you want
x 1000) Actions: Value (location) higher, where location is the town you want to attack.
Preserve Trigger. You could also send all units on Strategic Suicide Missions afterwards instead.
24. I want to "stagger" attacks. For example, attack ten minutes in, then attack another fifteen
minutes in, but then afterwards send units every ten minutes. How can I do this? [bobby]
This sounds difficult, but it's really not. You need three triggers. (Note, I will be using the above
times for simplicity, but you can substitute) First trigger(Attack ten minutes in) Player:
Computer(Enemy) Conditions: Elasped time is 600,000 or more milliseconds Actions: Value
(player's town location) higher OR Send all units on Strategic Suicide Missions
Second trigger(Attack total of 25 minutes in): Player: Computer(Enemy) Conditions: Elasped
time is 1,500,000 or more milliseconds Actions: Value (player's town location) higher Set
(Switch) OR Send all units on Strategic Suicide Missions Set (Switch)
Final trigger: Player: Computer(Enemy) Conditions: (Switch) is set Actions: Wait 60,000
milliseconds Value (player's town location) higher Preserve Trigger OR Wait 60,000
milliseconds Send all units on Strategic Suicide missionsn Preserve Trigger
25. Does "Send All Units on Random Suicide Missions" send all units? What about "Strategic
Suicide Missions"?
Random Suicide sends all units, but Strategic does not.
26. How can I respawn units? [Durin B Brown]
Player: (One to respawn) Conditions: Always Current player controls (any number, depending
on how many you want to respawn) Actions: Create (unit) at (Respawn Point)
You can also attach your own strings/benefits.
27. I have a lot of time-based triggers. Will this slow down the game at all? [Pukerat the
Unclean]
No more than having a lot of triggers will, unless many of them are simultaneous.
28. I have a scenario where players are supposed to get a flag, and bring it back. When they do
though, nothing happens. [Pukerat the Unclean]
(Note: I looked over the Blizzard file "Steal The Bacon" and tested nothing here.) Try being
sure to use a Beacon, and that it is the color of the flag. Also be sure your appropriate conditions
and locations are set.
29. How can I make "Campaign AI" make more worker units? [Pukerat the Unclean]
I don't know, you might try using a "Custom AI" at certain areas.
30. What do all the AI Scripts do? [Nikias] (Parupu-Ranran) (BGHT!!!!!)
This is really too big of a question for me to answer all at once; I'll get back to you AFTER I've
got back on track.
31. After adding a lot of WAV files, then taking them out, my SCuM remains the same size.
How do I reverse this? [Steve P.] (death_hawk) (HUh?)
So far, we haven't found a way too. However, I(Poeir) am going to guess that under
Scenario/Sounds you may be able to delete the sound files.
32. How can I control more than 200 units for a single race? [Antony] (Bob Davis) (ChatMan)
Guess: Use three different players, with two being computer "rescuables". Set a "Town Hall"
right next to one of the human player opponents. Create a location around it, and destroy it as
soon as the game begins.
ChatMan: Try grouping them together, right clicking, and selecting "owner" and setting it to the
player you want to control them.
33. How can I use the triggers best? [{THLD}dhalt]
Fiddle with them. >; ) And I'm not kidding. That's the best way to learn. Besides, then you
don't have to sift through volumes of questions other people have written.
34. How can I edit the unit sounds? [~LaserBreath~] (m@croware)
I recall having to do something like download the MPQ viewer(definate), extract the
sounds(maybe), and import other sounds(maybe). But I don't remember exactly, and I've never
done it.
35. How can I get computer players to expand? [BigGun]
I think you use "Custom AI" instead of a different one.
36. How do I change unit's names? [^M^] (AppleSauce!!!)
You must use heroes. If you want "produced" units to have a different name, use a trigger to the
effect of "Any player commands 1 or more UNIT then replace with HERO" where "hero" has a
different name.
37. If I start a Edmund Duke out in Siege Mode, then he won't fire in Siege Mode. How do I fix
this? [(Legolas)] (Support(Blizzard)) (Sith) (Y) (ChatMan) (not telling my name) (please
respond fast)
It is a bug. Blizzard is working on fixing this in the next patch.
38. When a Siege Tank starts in Siege Mode, I can't "un-siege" it. How can I "undo" this? [Y]
(ChatMan) (not telling my name) (please respond fast)
You have to research Siege Mode at the machine shop first. On the up-note, I used this to
simulate a Yamato Cannon in Battlecruiser.SCM where there were 16 siege-moded tanks. I just
advised the Zerg to NOT come in that way.
39. How do I make my computers attack? [Charger] (Kathor) (Kartak) (KillerSong)
You must specify an AI Script. Above, this question has been/will be answered. Use the "Run AI
Script at location" where location surrounds the town.
40. How can I imitate the Melee AI? [DarkFire] (Xavier) (LithiumOxide) (ScottM)
Xavier: It's not difficult. Give the Custom AI 50 minerals and 0 Vespene gas just like the Melee
AI would have. Also start the Custom AI with a few units and near a stockpile of resources. Then
draw a large location that includes all his stockpile of resources and include his units and create a
trigger like this:
CONDITIONS:
- Elapsed game time is 0 or more seconds
ACTIONS:
- Run AI script X Custom AI at Location X
ScottM:
The Custom AI is actually the same AI as the Melee one, but you have to understand that the
Custom AI is designed to fight against a person who starts with a Command Center and 4
workers, not a preexisting base with a large defense. The computer examines what kind of
defensive forces you have, and if you don't have enough, it attacks. If you have preplaced units
and defenses, it probably won't attack.
If you don't give the computer a place to expand it tends to not work as well, because the script
was designed to work well in our multiplayer maps, which have expansion areas.
The script is also keyed to attack your own expansions, so if you don't have any expansion
opportunities, the AI will again not act aggressively.
In short, the Custom AI is designed to provide a good opponent in a melee game on a multiplayer
map with normal starting conditions. It was not designed to be a difficult AI for use in a difficult
scenario like Protoss 7-10.
41. How can I make each unit give a variable amount of points? [MADraptor] (DrkRtr)
You can either use the "kills" option, or for each kill have it take away the number of points you
DON'T want. i.e., you want Zerglings to give 5 points, so you have -45(Zerglings give 50)
42. How can I get minerals for points? [unnamed]
Just have "player has X" number of points, subtract points and give minerals/gas. If you want to
keep track, add an equal amount to "Custom" or really anything.
43. How do you build ramps? [Jake] (Adam Cohen)
Select "Doodad" layer, use the palette provided. Cliffs must be a certain width before you can
add to them.
44. How do you change palettes? [Jake] (Adam Cohen)
Go to "New" and it's fairly self-explanatory. You can't change palette's on an already created
map. The doodad's wouldn't change properly.
45. How do I make a "talking portriat"? [Vorge] (Fiben)
It's a trigger action. Select "display speaking portrait".
46. Is there a trigger limit? [Vorge] (Fiben)
Yes, but I don't know it, as I've never reached it myself.
47. How can I make a "better" computer vs. computer AI? [Y] (M_Scorpy)
Try "Send All Units on Strategic Suicide Missions" or another AI Script.
48. Is there anyway to ake new BUILDABLE units without replacing old ones? [Death Angel]
(Adam Cohen) (Vorge)
No.
49. CONDITION: Countdown timer at 300 or more game seconds. ACTION: clear Switch 4.
(I made a trigger start a 600 second countdown.)
My next Trigger was this: CONDITIONS: Switch 4 was cleared and the Countdown Timer was
at 1 or fewer game seconds. ACTION: Clear Switch 5.
Then another Trigger read: CONDITION: Switch 5 was cleared. ACTION: Kill all men at two
locations. However, when I played the game, it automatically killed the men, even though I hadn't
even started the countdown (which wasthe only way to trigger the killing.)!!!
What am I doing wrong? [NuclearMeltdown] (Ivan) (Alan K.) (Me) (Bill) (CoolingRods)
AlanK: If you did everything you said, then your first condition is automatically met at the start
of the game, clearing switch 4.
Did you make a trigger to ALWAYS set Switch 5? This should set it at the start of the game to
block the kill. If so, is it ran before the kill trigger?
In fact, are the triggers placed in the right order in the trigger list? From what you said, you
should have:
1) always set sw4 set sw5
2) always set timer to 600
3) when timer > 300 (automatic true so I don't know what you are trying to do here), clear sw4
4) when timer < 1 && sw4 cleared, clear sw5
5) when sw5 cleared, kill all in that particular order.
Me: Just erase the clear switch 4 and 5 parts and change em to set switch. Then when is says
switch 4 is cleared or whatever put switch 4 is set.
Bill: All switches are cleared as their default setting. Change it so that switch 5 is set instead of
cleared and see if that works.
CoolingRods: My computer seems to automatically 'clear' switches that were only 'set' before the
'clearing trigger'. Therefore, after a bit of thinking, I added one or more of the conditions of the
clearing to the desired effect. I can't really explain what I did, but it worked.
50. How can I make a timer countdown and a leaderboard? [Curtis] (Locke Cole)
Conditions: Always Actions: Set COUNTDOWN TIMER and/or Conditions: Always
Actions: Set LEADERBOARD
51. Can you change the writing in the big yellow letters at the end of each scenario?
[ThePaladin]
No.
52. How can I make mission briefings? [The-Spirit] (Samster)
Samster: Well, first thing is in your map, open the "Scenario" menu, and choose "Mission
Briefings" (You can also just hit Ctrl+Shift+B)
Then click "New," decide which player(s) gets the briefing (you can make seperate briefings for
each player!). Now simply tell it the actions. Some tips:1. To create a person talking, first use
"Show Portrait" action, followed by the "Display Speaking Portrait." The first displays the face,
the second one moves his lips.2. 1 second = 1000 milliseconds3. After a text message or speaking
portrait, any action follows immediately after the previous one BEGAN. So you need a "Wait"
command. Most Briefings I make look like this:
Player: 1
Show portrait of Jimmy Raynor (Marine) in slot 2.
Show portrait of Sarah Kerrigan (Ghost) in slot 3.
Display speaking portrait in slot 2 for 8000 milliseconds.
Display the following text for 8000 milliseconds:
" Raynor reporting in sir. It seems the Zerg have taken over Mar Sara."
Pause for 8000 milliseconds.
Display speaking portrait in slot 3 for 5000 milliseconds.
Display the following text for 5000 milliseconds:
"Well let's go get those bastards!"
Pause for 5000 milliseconds.
53. Is there any way to make "Capture the Flag Paintball"? [Eeewik] (Psicotic) (Fry-Guy)
Psicotic: I love playing painball maps too. Just put these triggers to all players in your map: Player 1
-CONDITION:Player 1 brings 1 flag to BEACON 2 ACTION:Kill any units for player 1
...
Player 2
-CONDITION:Player 2 brings 1 flag to BEACON 1 ACTION:Kill any units for player 2
...
...
Do the same for other players and other beacons and do not forget to put the flags, the beacons
and the locations in the beacons.
Fry-Guy:
Auctually, I doubt this would work even, since marine type people can't grab flags..you would
have to do the following:
C:Player 1 brings any men to f2flag
A:Set Switch 1
Preserve Trigger
C:Player 1 brings any men to flag beacon Switch 1 Set
A:Kill all men at Anywhere for Force 1
Clear Switch 1
Preserve Trigger
Do the similar for each teams flag and each player on each team.
54. How do I make multiple objectives? [Red Tooth Grin] (Apocx) (Alan K.)
Just add the objectives to your "Conditions" for Actions: Victory.
55. How can I use my own background music? [Greg] (Tempest)
Just start playing a background WAV file, with the advice in the "Scenario Properties" to turn
music off. You may want to time it so that any other voices are added to one large WAV file, as
some sound cards won't support it otherwise.
56. How can I kill units in a location after a certain amount of time? [BRUJAH~WB~] (Ivan)
Ivan:
Conditions: Always
Action: Clear Switch 1
Conditions: Player X Brings 1 or more any unit to location X.
Action: Display Text Message; Modify Countdown Timer to ? sec; Set Switch 1.
Conditions: Player X Brings 0 or more any unit to location X.
Action: Clear Switch 1; Modify Countdown Timer to 0 sec
Conditions: Countdown Timer is 0 or less sec; Switch 1 is set
Action: Kill all units at location X.
57. How do you make a trigger that displays a text message 10 seconds after someone enters a
Location? [Brujah] (Kirkules) (Sir Stevenus)
Conditions: PLAYER controls #OFUNITS at LOCATION Actions: Wait 10 seconds Display
TEXT
58. How do you make scums where you win if a drone brings a chrysalis to a beacon?
[goomba_1] (-=BUCKSHOT=-) (Alan K.)
-=BUCKSHOT=-:
I would make a location around the area of the chrysalis called chrysalis or whatever. When a
drone enter the location, have it set switch 1 or whatever is an un-used switch. Then when you
bring the drone to the beacon have its conditions be "Player brings Zerg Drone to <Location>"
and "Switch <Number> is set". Actions would be "End senerio in victory for current player".
Hope this is right, and it helps.
Alan K.:
Just set the condition to be PLAYER brings 1 or more chrysalis to location. Since only peons can
carry chrysalis, limiting your condition to drone is redundant.
59. How can I prevent Drones from attacking with the rest? [hywer] (Wiseblood)
Use "Send all units on Strategic Suicide Missions".
60. How can I create units when a "Special Unit" is picked up? [Reddog] (Magickain)
You can't really, but you can fake it. You can create a location around it that reads "If PLAYER
controls UNIT then WHATEVER".
61. How can I have a collection of a "Special" do something? [Reddog] (Magickain)
See above, but keep tabs. i.e., Set Switch 1. If Switch 1 is set, then set switch 2, etc. Have the
reaction occur at 8. Alternatively, you could use "Custom Points".
62. After making the power of ground units excessive, and making air units excessively
expensive, I could only build Firebats and my Zerg opponent could build nothing. How can I
prevent this? [sico] (Benjamyn)
Check your Player Settings to be sure everything is still enabled. Otherwise send this to
support@blizzard.com.
63. I've made a map where you play the terrans and protoss(rescuable) against the zerg. I've
made it so that after a while, the protoss researchers have gained control over a crysalis (bla,bla)
and they manage to control a group of zerglings, who appear on an island where all of the zerg's
structures they need for fighter units , such as a hydralisk den, are located. so if you destroy these
buildings, the won't be able to build anything but drones.
Here's the problem: The computer won't build units! He has some hatcheries on the side of the
map where he can get to me, and enough drones and gas/minerals, but he won't attack. [The
Campaigner] (Auto)
Auto writes:
I assume you have made successful maps before this. Things to check may be: Computer
opponent is in a separate force, hatchery must be within a screen-shot of a vespene geyser and
mineral source, AI location is placed over hatchery. The computer will also re-build any structures
that have been destroyed if given the opportunity. Use only one AI setting per opponent. What
sort of conditions activate the AI?
64. How can I respawn units like in Bunker Command? [Ramza] (TheAsh)
TheAsh: After you command o or less units, the bunker is destroyed by atrigger. The new
bunker, your marines, and observer are all respawned at an open location, depending on what
trigger is set.
65. Why are only the Zerglings of the computer opponent fighting? [BIOSERRORS] (Kirkules)
If they have a lot of units, but not many buildings, and you want them to attack anyone within
sight without running all over creation, then Conditions: Always Actions: Run RACE campaign
difficult where RACE will be Zerg in this case.
66. How can I prevent Spider Mines from qualifying as units for purposes of "Current player has
0 or fewer units"? [Sauraman] (Daniel) (Magickain)
You'll have to add a "Current player has 0 or fewer units" for every unit except the Spider Mines.
Add a "Preserve Trigger" and "Set SWITCH". Have defeat come when all of these switches are
set.
67. Is it possible to make a level where kills give perform actions? [Morbius] (Bassiano
Cappellato)
Conditions: Always Actions: Set leaderboard kills Hide leaderboard Remove computers from
leaderboard(or something like that, anyway)
Conditions: Leaderboard KILLS = 50(or whatever) Actions: Question answered.
68. Is there a way to make a trigger or an object that changes a unit's maximum health limit?
[Dave W.] (CHUBBS) (Solaries)
No. The reason behind this is the same reason people can't modify their units, thus cheating.
Game synchronyzation.
69. Is there a way to make a trigger or object that changes the attack power and special abilities
of a unit? [Dave W.] (CHUBBS) (Solaries)
No, see above, and only moreso.
70. How can I set a delay? [Billy Bob Joe Bob Biggins Bob Boe]
Use the WAIT command. 1000 milliseconds = 1 second.
71. My computer won't fight properly. [Ser] (Alan K.)
Too much is just as bad as too little; be sure that you haven't been excessive with resources. Be
sure resources can be reached within one "screen" of the Hatchery. Finally, be sure you're
running an AI Script. There are a lot, so experiment.
72. How can you prevent map revealers from being destroyed with "All Units"? [Siege] (James
Phinney)
You can't, but you CAN have Actions read Destroy All Units at location1 Wait 3000
milliseconds(this is to prevent the process from repeating) Create Map Revealer at location2.
73. When I make a full mission briefing, I end it with a text message "End of Briefing." But,
when I play the briefing, all it says is "End of Briefing." What did I do wrong? [Mr.-Murder]
(Cats) (GMT) (Aceron)
You failed to insert a "WAIT" action between each "line". Around 500 milliseconds is pretty
good.
74. How do you make a trigger allowing me to start a level without buildings but later construct
buildings, like the first Veteran level. [Mr.-Murder] (Cats) (GMT) (Aceron)
Create a trigger that will fire when the first building is constructed. Set a switch. Have one of the
conditions for defeat read "Switch is set".
75. How do you give a color a special name, like how to call the red player "Elite Guard" or
"Garm Brood." [Mr.-Murder] (Cats) (GMT) (Aceron)
Actually, those are just the name of that "color". To set it, look in your StarCraft manual, and set
the color to whatever name you want, though eight is fairly limited. Forces you can go to
Scenario/Forces and rename.
76. Even though I turned of "Random Start Location" I still have my players turn out different
colors than I assigned when I start a level. [Mr.-Murder] (Cats) (GMT) (Aceron)
GMT: I have no idea... make sure the game is for use map settings and that under the forces
menu random start location is off(all of them). But if only the color is changing it shouldn't really
make a difference.
77. The "Terran Campaign Difficult" isn't building anything. How can I get it to build stuff?
[Matt] (Larry) (Reddog)
Campaign AIs don't like to build. They're lazy and passive. You have to start them off with all
the buildings you want them to use. However, you can destroy them all and they'll then rebuild, I
think.
78. How do I keep my computer's grubby fingers off the leaderboard? [reddog] (Cats)
Have a Conditions: Always Actions: Leaderboard Computer Players
79. How can I start unit's off with special abilities? [^M^] (AbbadonTD) (CandyMan) (John
Westbrook Jr.) (Fett9025) (RAMses)
Go to Player/Settings tab bar Special Abilities. Have fun!
80. Using minimap ping, space bar won't send me to it. [Moritz]
Use the "Center view on PINGAREA" The player won't mind, especially if it's paused.
81. How can I make a door open or close more than once? [Falcon Ward] (Z)
Add a Preserve Trigger. You may want a nearby beacon to control the door.
82. How do you get units of two different races for one player? [HIGHdarkTemplar] (Alan K.)
(Reddog)
Use "Create UNIT at LOCATION" and have a different race's unit come in.
83. How can I find the build times? [ Elvis] (AbbadonTD)
Under Scenario/Unit and Hero Settings in StarEdit.
84. How can I set the values of different unit kills? [TheAsh] (James) (Marauder Moe)
Only indirectly, by subtracting points every time a kill is made.
85. How do I avoid the problem of bringing multiple units to a location, then only getting one
back? [Frankeinsteiner] (CHUBBS) (Mag Roader) (Jon Rivet) (Marauder Moe) (Mad Hatter)
(Raoh the Conquerer)
Have conditions be 1 or less, instead of 1 or more.
86. How can I deactivate triggers? [PigSlop-IP-] (Laktar)
Only through clever uses of switches, which are explained in Blizzard's FAQ.
87. How can I constantly respawn units? [Thunder{AB}]
Conditions: Any player KILLS 1 or more UNIT Actions: Create UNIT for PLAYER at
LOCATION
88. How do I use "beacon locations"? [Dave] (DeathHound) (Wiseblood)
Create a location that JUST BARELY contains the beacon.
89. If I have more beacons than players, I get an error. How can I fix this? [loodmoonACK]
You may be able to create these, in which case just check for the player at the beginning and put
them there.
90. I set up an "anti-camping" trigger, in which after 30 seconds all units would die there.
However, it's not working. [phreatic] (Katohr) (Magickain) (Wiseblood) (h0twire) (Fry-Guy)
Conditions: Player 1 brings 1 or more UNIT to LOCATION Actions: Display "Warning, this is
an anti-camping zone..." Wait 30000 milliseconds Kill all units at LOCATION for player 1
Preserve Trigger
91. How can I have the leaderboard count Powerups? [Reddog] (Raoh the Conquerer)
Give Custom points when they're "dropped", and have the leaderboard count that.
92. What do the letters "AI" stand for? [Grishnahk] (Magickain)
Artificial Intelligence
93. How can I make scarabs explode for a "cool effect" like in the Enslavers campaign?
[Scarab-less in Seattle] (Katohr)
Actions: Create Protoss Scarab for COMPUTERPLAYER Destroy all units at
SCARABLOCATION
94. Is there any way to quickly reveal the entire map's terrain to players? [Jeff]
Yes, but it will also show the early buildings. Place map revealers all over the place using "create
map revealer", then "remove map revealer".
Another way to do it is to add "Elasped scenario time is 30000 or more seconds" to the win/loss
conditions. DON'T create the buildings for the player at first, and use the above method. Create
3 beacons, one for Terran/Protoss/Zerg, and tell them which is which. When they enter all
beacons will be destroyed and they will get the standard start-out. You may also want to add
something that says "PLAYER is RACE".
95. Can you avoid showing Creep using the Fog Of War layer? [Jeff]
No, but if you see the question above, you'll see how it can be prevented. Though, it also, is
tedious.
96. How do I make a trigger that does not give kill points to allies? [SlasherOfVeils]
Give points to "Force 1", "Force 2", etc.
97. How can I keep switches around after they've been triggered? [Indierok]
Add a "Preserve Trigger".
98. How can I make a "true" Infested Terran hero? [MW]
I'm sorry to say that I don't know, and that I don't think that you can.
99. How do you pick up flags? [A.Visigoth] (Larry) (Tempest)
Just move a worker unit over it, they'll automatically pick it up. Be sure it's a different color than
the player that's picking it up. Perhaps use Player 8.
100. How can I make locations "follow" units around? [Mag Roader] (Tempest)
Use the "move location" action.