tassadar920
Member!
This thread was created to help and guide map makers. Please PM us with your skills.
The one and only thread with all your answers to stupid questions!
LOCATION FOLLOWS UNIT INFINITELY:
COND:
switch 1 is cleared
ACTION:
center location on unit
set switch 1
preserve
COND:
switch 1 is set
ACTION:
wait 0
clear switch 1
preserve trig
DISABLED UNITS
CONDITIONS:
always (change this to whatever is necessary)
ACTION:
disable doodad state for :UNIT: at location :#:
preserve
Only some units/buildings can be cloaked, some say "disabled" when you disable them.
CLOAKED UNITS
CONDITIONS:
-always
ACTIONS:
-disable doodad state for :UNIT: at :LOCATION:
-create 1 :detector: for LAYER: at :LOCATION:
-wait 500 millieseconds
-remove 1 ETECTOR: for LAYER: at :LOCATION:
The unit should be a computer unit and you should not be shared vision with it. The detector should be yours.
UNITS APPEAR AFTER CASTING SPELL
COND:
p12 brings 1 dark swarm (or other spell) to anywhere
ACTION:
center location on [spell]
create 1 [unit] at spell
remove 1 dark swarm for p12
preserve
DESTROYING UNITS ON ONLY GROUND OR ONLY AIR
Double click on the location and un-check:
left side for ground units
right side is for air units
un-check both to make a "re-check" location.
SWITCHES
Switches are like a light switch, they can be on, or off (set or cleared) they act as a checking system, they can also be randomized by the computer. Switches always start cleared in maps.
MAP EDITORS
SCEP: Allows placement of buildings anywhere, allows placement of all units for all players, allows use of some hidden ai scripts.
X-tra: Allows use of 5 modes, classic, alternative, base, special, p12. No need to explain.
Arsenal II-III: Complicated map creator that allows you to customize units, don't bother it's only for use by complex map makers.
SCM Toolkit: Allows you to customize script colors, all player settings, stack units, or just move units, and protect maps.
GUedit: Allows customization of maps in many areas, requires java 1.1.0.2 to run correctly.
SCM Draft (beta and alpha) complete freedom of map making! you can do anything in this including making tiles rectangle or square with the click of a button. Use is un-common because it is very hard to use well and you can't save maps you start on scm draft.
ISOM: allows users to create rectangles instead of normal tiles on their maps. Hard to use.
SCRIPTS
Junkyard Dog: units at this location randomly move anywhere they can go.
Enter Bunker: units at this location will try to enter the nearest bunker in the location.
Area Town: makes this area mine using all mining units it can, but it will not make any units.
Cast Disruption web: must have a corsair nearby, the rest is obvious.
Cast Recall: must have an arbiter somewhere ont he map, the rest is obvious.
Harass loction, the computer player will try to attack this whenever it can.
Drop nuke: the comptuer will try to drop a nuke here, if there is a ghost nearby and the comptuer has already created a nuke.
THE NEVER CONDITION
The use of never is like this:
COND:
never
ACTION:
show comment: UNITS:
then when you look at the list of triggers:
STUFF: <-this uses never
stuff1
stuff2
stuff3
UNITS: <-this uses never
unit check 1
unit create 1
unit check 2
unit create 2
etc....
that way the compute rdoesn't waste time reading those triggers.
BLACK TERRAIN
Using guedit you have to import terrain into your map, then it will open a map editing file that allows you to place the cool purple terrain stuff.
This is my way of placing BLACK terrain:
1. encrypt your map using scm toolkit
2. open the map in scm draft all the terrain should be gone
3. create a trigger in the map, and resave it
4. open the map, and if you do it right there will be black stuff galore! and flying units!
WEIRD TERRAIN??
When using scm draft you might run into what i call "Weird terrain". This is terrain that you don't find in the terrain list, you can't normally use it, and it only comes in rectangles.
To get weird terrain, first try SCM Draft, look for terrain that is diFfEreNt if you don't find it here, take a map, create all the terrain in installation mode. Then using SCM Toolkit, convert it into jungle. If you do it right, the map will haev weird colored water on it. and weird dirt.
FADING COLORS
On some maps you may have seen colors the Fade this is done using hte following combinations of colors, these will sometimes work, if used correctly.
invisible - grey - white - grey - invisible
invisible - light green - green - light green - invisible
invisible - green - blue - green - invisible
Experiment with these, another common thing that people will do is this:
The text looks like this:
//
TEXTTEXTTEXT
\\
now you put a wait for 150 secs or something, and then move the // to the right so it looks like this:
_//
TEXTTEXTTEXT
_\\
as you move the "//" to the right, you move the GREEN-LIGHT GREEN-WHITE-LIGHT GREEN-GREEN toward sthe right also, and it makes a cool fading wave effect.
CREEP
Read about making square terrain, there is in some tilesets a little square of creep you can add.
SQUARE TERRAIN
To make square terrain, you will need a working copy of GUEdit, and a map that was previously saved. (once edited for square terrain it will not be re-openable in normal editors or the squares will dissapear)
1. Run GUEdit
2. Load your map
3. Hit Edit Terrain
4. Wait for it to load
5. Once loaded 2 windows will open
6. In one window, click the square you want on your map, and switch to the other window, then click on the map
7. Once finished close both windows.
8. click Export Terrain and save
9. Exit GUEdit, do not re-open in any editors
EXPLOSIVES
Ever seen explosives in a map? Need to know what unit to kill for each color? Here is the list i've made:
Red - Dark archon
Blue - Archon
Flame blue - zealot/probe
Explosion - terrain air units/tank firebat
Hallucination - High templar
"Poof" that stays - dragoon
Blood - zergling
Large blood - hydra
Bigggg blood - ultralisk
Air blood - zerg air units
redid cloaking of units
added weird terrain
added fading colors
added square terrain
remove creep and re-added it as CREEP
added explosives
redid cloaking of units again
Stack minerals
Requires ScmDraft
Go to "Place Mode" under the "Unit Placing" tab.
Click on overlapping
Find the word mineral field 1,2, or 3 under the word resource at the bottom left
Faster Game aka HYPER TRIGGER
PLAYERS
-one player(computer or an alive human) or a force or all players
CONDITIONS
-always
ACTIONS
-wait 0 millieseconds
-wait 0 millieseconds
-wait 0 millieseconds
-wait 0 millieseconds
-wait 0 millieseconds
-wait 0 millieseconds(you can have more but the trigger must has atleast 6 of these)
preserve trigger
Now you must copy this trigger atleast 2 more times. After doing these triggers, the player(whatever you put under) must not have any other triggers that has a wait action. [Example: player 1 has hyper trigger, now player 1 must not have any other wait triggers.]
These triggers will make the game go ultra fast and eliminate the 1 second wait for preserve trigger. [Example: In mass maps, when you get a unit, you get a unit every second. That's done by: create marine, preserve trigger. Well the hyper trigger will eliminate that 1 second wait.]
The one and only thread with all your answers to stupid questions!
LOCATION FOLLOWS UNIT INFINITELY:
COND:
switch 1 is cleared
ACTION:
center location on unit
set switch 1
preserve
COND:
switch 1 is set
ACTION:
wait 0
clear switch 1
preserve trig
DISABLED UNITS
CONDITIONS:
always (change this to whatever is necessary)
ACTION:
disable doodad state for :UNIT: at location :#:
preserve
Only some units/buildings can be cloaked, some say "disabled" when you disable them.
CLOAKED UNITS
CONDITIONS:
-always
ACTIONS:
-disable doodad state for :UNIT: at :LOCATION:
-create 1 :detector: for LAYER: at :LOCATION:
-wait 500 millieseconds
-remove 1 ETECTOR: for LAYER: at :LOCATION:
The unit should be a computer unit and you should not be shared vision with it. The detector should be yours.
UNITS APPEAR AFTER CASTING SPELL
COND:
p12 brings 1 dark swarm (or other spell) to anywhere
ACTION:
center location on [spell]
create 1 [unit] at spell
remove 1 dark swarm for p12
preserve
DESTROYING UNITS ON ONLY GROUND OR ONLY AIR
Double click on the location and un-check:
left side for ground units
right side is for air units
un-check both to make a "re-check" location.
SWITCHES
Switches are like a light switch, they can be on, or off (set or cleared) they act as a checking system, they can also be randomized by the computer. Switches always start cleared in maps.
MAP EDITORS
SCEP: Allows placement of buildings anywhere, allows placement of all units for all players, allows use of some hidden ai scripts.
X-tra: Allows use of 5 modes, classic, alternative, base, special, p12. No need to explain.
Arsenal II-III: Complicated map creator that allows you to customize units, don't bother it's only for use by complex map makers.
SCM Toolkit: Allows you to customize script colors, all player settings, stack units, or just move units, and protect maps.
GUedit: Allows customization of maps in many areas, requires java 1.1.0.2 to run correctly.
SCM Draft (beta and alpha) complete freedom of map making! you can do anything in this including making tiles rectangle or square with the click of a button. Use is un-common because it is very hard to use well and you can't save maps you start on scm draft.
ISOM: allows users to create rectangles instead of normal tiles on their maps. Hard to use.
SCRIPTS
Junkyard Dog: units at this location randomly move anywhere they can go.
Enter Bunker: units at this location will try to enter the nearest bunker in the location.
Area Town: makes this area mine using all mining units it can, but it will not make any units.
Cast Disruption web: must have a corsair nearby, the rest is obvious.
Cast Recall: must have an arbiter somewhere ont he map, the rest is obvious.
Harass loction, the computer player will try to attack this whenever it can.
Drop nuke: the comptuer will try to drop a nuke here, if there is a ghost nearby and the comptuer has already created a nuke.
THE NEVER CONDITION
The use of never is like this:
COND:
never
ACTION:
show comment: UNITS:
then when you look at the list of triggers:
STUFF: <-this uses never
stuff1
stuff2
stuff3
UNITS: <-this uses never
unit check 1
unit create 1
unit check 2
unit create 2
etc....
that way the compute rdoesn't waste time reading those triggers.
BLACK TERRAIN
Using guedit you have to import terrain into your map, then it will open a map editing file that allows you to place the cool purple terrain stuff.
This is my way of placing BLACK terrain:
1. encrypt your map using scm toolkit
2. open the map in scm draft all the terrain should be gone
3. create a trigger in the map, and resave it
4. open the map, and if you do it right there will be black stuff galore! and flying units!
WEIRD TERRAIN??
When using scm draft you might run into what i call "Weird terrain". This is terrain that you don't find in the terrain list, you can't normally use it, and it only comes in rectangles.
To get weird terrain, first try SCM Draft, look for terrain that is diFfEreNt if you don't find it here, take a map, create all the terrain in installation mode. Then using SCM Toolkit, convert it into jungle. If you do it right, the map will haev weird colored water on it. and weird dirt.
FADING COLORS
On some maps you may have seen colors the Fade this is done using hte following combinations of colors, these will sometimes work, if used correctly.
invisible - grey - white - grey - invisible
invisible - light green - green - light green - invisible
invisible - green - blue - green - invisible
Experiment with these, another common thing that people will do is this:
The text looks like this:
//
TEXTTEXTTEXT
\\
now you put a wait for 150 secs or something, and then move the // to the right so it looks like this:
_//
TEXTTEXTTEXT
_\\
as you move the "//" to the right, you move the GREEN-LIGHT GREEN-WHITE-LIGHT GREEN-GREEN toward sthe right also, and it makes a cool fading wave effect.
CREEP
Read about making square terrain, there is in some tilesets a little square of creep you can add.
SQUARE TERRAIN
To make square terrain, you will need a working copy of GUEdit, and a map that was previously saved. (once edited for square terrain it will not be re-openable in normal editors or the squares will dissapear)
1. Run GUEdit
2. Load your map
3. Hit Edit Terrain
4. Wait for it to load
5. Once loaded 2 windows will open
6. In one window, click the square you want on your map, and switch to the other window, then click on the map
7. Once finished close both windows.
8. click Export Terrain and save
9. Exit GUEdit, do not re-open in any editors
EXPLOSIVES
Ever seen explosives in a map? Need to know what unit to kill for each color? Here is the list i've made:
Red - Dark archon
Blue - Archon
Flame blue - zealot/probe
Explosion - terrain air units/tank firebat
Hallucination - High templar
"Poof" that stays - dragoon
Blood - zergling
Large blood - hydra
Bigggg blood - ultralisk
Air blood - zerg air units
redid cloaking of units
added weird terrain
added fading colors
added square terrain
remove creep and re-added it as CREEP
added explosives
redid cloaking of units again
Stack minerals
Requires ScmDraft
Go to "Place Mode" under the "Unit Placing" tab.
Click on overlapping
Find the word mineral field 1,2, or 3 under the word resource at the bottom left
Faster Game aka HYPER TRIGGER
PLAYERS
-one player(computer or an alive human) or a force or all players
CONDITIONS
-always
ACTIONS
-wait 0 millieseconds
-wait 0 millieseconds
-wait 0 millieseconds
-wait 0 millieseconds
-wait 0 millieseconds
-wait 0 millieseconds(you can have more but the trigger must has atleast 6 of these)
preserve trigger
Now you must copy this trigger atleast 2 more times. After doing these triggers, the player(whatever you put under) must not have any other triggers that has a wait action. [Example: player 1 has hyper trigger, now player 1 must not have any other wait triggers.]
These triggers will make the game go ultra fast and eliminate the 1 second wait for preserve trigger. [Example: In mass maps, when you get a unit, you get a unit every second. That's done by: create marine, preserve trigger. Well the hyper trigger will eliminate that 1 second wait.]