Copyright: Copyright © 1997 Blizzard Entertainment.  All Rights Reserved.
Citation: Copyright © 1997 Blizzard Entertainment.  All Rights Reserved.


You can place units on this terrain, and units can cross this terrain in the game. This includes terrain such as dirt, grass and concrete.


The amount of slots required for any unit/building in the game.  Certain units take up 4 unit slots, while other units will only take up a single unit slot.


These include resources, critters, and power-ups.


Units that are placed under the control of a player that send any units near.


The Player can see terrain but cannot see any troops or activity in the area.


Players are any units that are controlled by humans or the computer.


Current Player is the player that the trigger is evaluating the condition/action for.


Foes are any players that not allied with you.


Allies are any players that are allied with you, or are a part of the same force.


Neutral Players are all players that are listed as Neutral under the player settings.


All Players are all of the players in the scenario.


Forces are groups of players assigned to accomplish a similar set of goals.  Forces can be uniquely named for your convenience.


Non Allied Victory Players are all of the players that do not have the allied victory check box chosen in their communications dialog.


This closes the current window.


This will import a previously saved trigger file (*.TRG) from your computer.  This allows you to apply the trigger-set in one scenario to the trigger-set in another.  This will not erase the triggers that are already a part of your map.


This will export the triggers that you have created into a trigger file (*.TRG) so that you can use the file later.  This will allow you to transport your triggers, and to apply them to other scenarios if you desire.


This command allows you to create a new trigger or aspect, such as a condition or action, of the trigger.


This option allows you to modify the currently selected item.


This allows you to make a copy of an item that you have already defined.  This option is useful when you are doing many of the same items and changing nothing about them, or are just making small changes.


After clicking on the item that you want to delete, use this command to permanently erase it from the scenario.


This area lists the triggers that are currently in the campaign that you are modifying.  These triggers can be selected for individual manipulation, copying, or deletion.


Any players and/or teams that have a trigger associated with them will be listed here.  This allows for quicker access to the trigger type that you want to modify.


Any of the conditions that you create will be listed in this area with a checkmark beside the condition, allowing you to toggle its status on or off.  Also, you may select an individual condition and copy, delete, or modify its values.


This signals the program that the input that you have given it is to your satisfaction and will save the current settings.


This signals the program that the input that you have given it is not to your satisfaction and will not save the current settings.


The condition text gives a general overview of what this particular condition will require of the player.


This moves to the previous page in the Wizard.


This continues to the next page in the Wizard.


These are the conditions that you can test against the players in a scenario.


User values are customizable to your settings, and they can also be modified at any time.


Players are anything from individual players, to complete forces.  For a complete list of player definitions, see the player details.


This selection dialog allows you to decide if the player should have at least the number of units specified, or less then the number specified.


The number value can range anywhere from 1-999,999,999,999.


This dialog box allows you to specify which type of unit will be a part of the condition.  ‘All units’ selects the units that will play a part in the scenario, and you can even select specific units.


This will move the currently selected item up in the list.


This will move the currently selected item down in the list.


This completes the wizard process.


Any actions that you have defined will be listed in this area, and you will have the chance to re-order them so they occur in the proper order.  Each action will have a check mark next to them allowing you to toggle the status on and off.  You may also select an individual action and copy, delete, or modify the action.


The actions that are listed in this menu allow you specify what you want to occur once the condition(s) have been met.


This specifies what the action will perform.


Conditions are a collection of statements that are tested against what a player in the scenario is doing.  When a condition is met, an action is performed.


Actions are a collection of statements that perform some type of function.  These functions are a direct result of a player meeting certain conditions.


Leader Boards give all of the players in the scenario a chance to see where they rank.  Leader Boards are updated in real-time and keep track of statistics such as number of units a player controls, number of resources, and other things.


These small folders are much like the folders that are in the Windows 95 explorer.  Any time that you see a folder in the Tool Tree listing, you will know that something resides underneath that folder.


1 game second at normal speed, is the equivalent of one real second.


The players score is a value that is calculated from kills, razings, or another user-specified score-type.


Changing the Terrain

In the Layer menu, select Terrain to make sure you are in the Terrain layer.

Note: Setting your brush to a terrain type using the Tool Tree or Brush Palette automatically puts you in the Terrain layer.

In the main window, you can click to place individual terrain tiles on the map or click and drag to fill in large areas with the currently selected terrain type. If you hold the cursor over a particular location, you can click multiple times to cycle through any artwork variations for that terrain type.

Terrain is either passable or impassable:

Passable: You can place units on this terrain, and units can cross this terrain in the game. This includes terrain such as dirt, grass and concrete.

Impassable: You cannot place units on this terrain, and units cannot cross this terrain in the game. This includes terrain such as cliffs, walls and water.

Terrain is also buildable or unbuildable:

Buildable: You can place buildings on this terrain, and players can build on this terrain in the game.

Unbuildable: You cannot place buildings on this terrain, and players cannot build on this terrain in the game.

Note:  Doodads and Units can be affected by changes to the terran underneath them. For example, if you change the terrain beneath a building to an unbuildable terrain type, the building will be removed.


Placing Units

In Starcraft, each unit is assigned to a particular player by color. For example, all units with blue team colors belong to the blue player.

When you place units in the main window, they belong to the current player.  There are three ways to change the current player:

•	Go to the Player menu and select a Player to make it the current player.

•	Select a brush from one of the player folders of the Tool Tree. That player is now the current player.

•	Press a number key corresponding to a player number. That player is now the current player, and the Brush Palette changes to display units for that particular player.

Note: The current player is only relevant for placing units; it does not affect terrain.

To select a unit brush, you can use either the Tool Tree or the Brush Palette. When using the Tool Tree, select a unit brush from the folder of the appropriate player. When using the Brush Palette, select a unit category in the pull-down at the top of the Brush Palette and then click on a unit brush button. The Brush Palette will only allow you to place units for the current player.

Note:  Each player defaults to a particular race.  For example, Player 1 (the red player) defaults to Terran. You cannot place units of a different race for a player.  For information on changing a player’s race, see the Player Settings: Properties section.

Once you select a unit brush, you can click or click and drag in the main window to place units for the current player. You can only place units on terrain marked as passable.  A green outline appears around the unit brush if you can place a unit; a red outline appears if you cannot.

Note: You can change the player assignment for units after you have placed them. For more information, see Unit Ownership.


Selecting Units

You can select any units visible in the main window. You must be in the unit layer and have an empty selection cursor:

To select the unit layer

In the Layer menu, select Unit.

To clear a brush

Right-click or press the [ESC] key. This leaves an empty selection cursor.

To select a unit

Click on the unit you want to select.

To select multiple units

Click and drag a selection rectangle around the units you want to select.

To add to a selection

Hold [SHIFT] and click on or drag a selection rectangle around the units you want to select.

To remove from a selection

Hold [SHIFT] and click on or drag a selection rectangle around the units you want to deselect.


Unit Properties

Every unit on the map can be customized using the Unit Properties dialog. You can alter ownership, hit points, resources and other settings relevant to a given unit. Each unit may have different settings assigned to it.

There are three ways to access a selected unit’s properties:

•	Double-click on a single unit or hold down [SHIFT] while double clicking on a group selection.

•	Right-click in the main window to bring up the pop-up menu and select Properties.

•	Go to the Edit menu and select Properties.

The Unit Properties dialog contains several options:

Owner: If the unit may be assigned to a player, you can use this field to select the owner from this pull-down control. See Unit Ownership for more information.

Hit Point %: If the unit has hit points, you can reduce its starting hit points by specifying a percentage of the maximum for the unit. For example, if you set the Hit Point % for a Marine to 75%, the Marine would begin the game with 30 of 40 hit points.

Shield Point %: If the unit has shields, you can reduce its starting shield points by specifying a percentage of the maximum for the unit.

Energy %: If the unit has an energy bar, you can reduce its starting energy by specifying a percentage of the maximum for the unit.

Resources: If the unit is a Mineral Field, Vespene Geyser or refinery, you can use this field to set the total resources it contains.

In Hanger: If the unit holds Interceptors or Scarabs, you can use this field to set how many it starts with.  (Values higher than 4 for Interceptors will be ignored unless the Carrier Capacity upgrade has been developed.   Values higher than 5 for Scarabs will be ignored unless the Reaver Capacity upgrade has been developed.  For more information, see Player Settings: Upgrades.)

Burrowed: If the unit can burrow, you can use this checkbox to set whether or not it starts the game burrowed.  (Only Zerg ground units can burrow, and they can only do so once Burrowing has been developed.  If you want to start a unit burrowed, you must set the Burrowing special ability to researched.  For more information, see Player Settings: Special Abilities.)

In Transit: If the unit is a Terran building that can fly, you can use this checkbox to set whether it starts in the air or on the ground.

Cloaked: If the unit can cloak, you can use this checkbox to set whether or not it starts the game cloaked. (Only the Terran Wraith and Terran Ghost can cloak, and they can only do so once cloaking has been developed.  If you want to start a unit cloaked, you must set the appropriate cloaking special ability to research.  For more information, see Player Settings: Special Abilities.)

Invincible: You can use this checkbox to make the unit invincible.  In addition to being immune to damage, units set to Invincible cannot be the target of attacks or spells and are ignored by computer controlled units.

Hallucinated: You can use this checkbox to make a unit a Hallucination.  Hallucinations set in this way are identical to those created using the High Templar hallucination spell:  They have a limited life-span and take double-damage from attacks.

Note:  Properties that do not apply to any of the selected units appear grayed out and cannot be modified.  Properties that apply to at least one of the selected units can be modified.  Units will ignore any property settings that cannot apply to them.


Unit Ownership

In Starcraft, each unit is assigned to a particular player by color. For example, all units with blue team colors belong to the blue player.

When placing units in the Campaign Editor, you can use either the Tool Tree or the Brush Palette:

•	If you are using the Tool Tree, you can place units for a different player by selecting a brush under that player’s folder.

•	If you are using the Brush Palette, you must first change the selected player.  You can do this by selecting a player in the Player menu or by pressing the corresponding number key.

For more information on placing units, see Placing Units.

To change a unit’s owner, select the unit or units you want to reassign and press a number key corresponding to a player. The units will change ownership to that player. Alternatively, you can use the Player menu instead of a number key. You can also change unit ownership in the Unit Properties dialog.

Note:

Start Locations cannot change ownership.

You cannot assign a unit of one race to a player of a different race.

You cannot assign a unit to a player if it would cause that player to use more than 200 Unit Slots.


Deleting Items

There are several ways to delete your current selection:

•	In the Edit menu, select Clear.

•	Press [DELETE].

•	Right-click in the main window and select Clear in the pop-up menu.

Selected units, doodads and locations can all be deleted in this way.  Keep in mind that you must be in the appropriate Layer to select an item. For more information on Selecting Units, see Selecting Units.

Terrain and the Fog of War can neither be selected nor deleted. You must paint over them in order to remove them.


Start Locations

Each player in the map requires a Start Location. For human players, Start Locations determine where the player’s screen will be centered when the mission starts. In game types other than “Use Map Settings”, the Start Location determines where the player’s initial units are located.

Start Locations can be found under each player’s folder in the Tool Tree or under the Start Location category of the player’s Brush Palette. Once you have the Start Location as a brush, you may place it with the following restrictions:

•	Start Locations must be placed on buildable terrain.

•	If there are resources nearby, the Start Location must be placed at least three tiles away from them.

•	There can be only one Start Location for each player.

•	Start locations may not overlap each other.

•	Start locations cannot change owner.

A quick way to center the main window on the current player’s Start Location is to go to the Player menu and select Go to Start Location.

Note: Technically, Start Locations are treated as units. For more information relevant to placing Start Locations, see the Placing Units section.


Resources

There are two types of resources in Starcraft: Mineral Fields and Vespene Geysers. Players extract these resources during the game to pay for buildings, units and upgrades. Players can also start with a set amount of minerals and Vespene gas at the beginning of the game (see Starting Resources).

Resources are treated and placed as units. Resource brushes can be found under the Neutral Units folder of the Tool Tree or under the Resources category of the Brush Palette.

Note: The three Minerals Fields are identical except for appearance.

You may place resources on the map as you would other units. For more information, see Placing Units.

Mineral Fields have a default value of 1500 resources while Vespene Geysers have a default value of 5000 resources. You can change the value for any individual resource through its Unit Properties.


Placing Doodads

Trees, craters, ramps and other unique terrain features are Doodads. While working in the Doodad layer, you can place, select and delete doodads.

In the Layer menu, selecting Doodad brings up a Doodad palette. The Doodad Palette contains all of the doodads that are available for the map’s tileset. Each Doodad is associated with a particular type of terrain and can only be placed on that terrain type. For instance, in the Badlands tileset, ramps can only be placed on Cliffs. The Doodad palette organizes the Doodads according to their terrain types.

The pull-down at the top of the Doodad Palette lets you select a terrain type and display its associated Doodads. Using the slider bar on the right, you can scroll through the different doodads for the current terrain type. Click on the image of the doodad to select it as your brush.

Note: Some terrain types listed in the Doodad Palette, such as walls and cliffs, are not found in the Brush Palette. These are transition terrain types created automatically by the editor when you lay out terrain.

Doodads have restrictions on where they can be placed on the map. Your cursor will indicate if you can place a Doodad at the current location by highlighting itself in green or red. A solid green highlight means you can place the Doodad in the current location. A red, or partially red, highlight indicates that the terrain in the red location is inappropriate for the Doodad.

You will need to experiment when placing doodads. Some doodads, such as stairs and bridges, have very specific requirements. If you have trouble placing a doodad, change the terrain underneath it or find another location.

To clear a Doodad brush and return to the normal selection cursor, press [ESC] or right-click.

To delete a Doodad from the map, select it, then press [DELETE].


Doors and Turrets

The Doors and Turrets of the Installation tileset can be enabled or disabled.  An enabled door is closed and blocks movement and line of sight, while a disabled door is open and allows free movement.  An enabled Turret will pop up and attack enemy units within its range, while a disabled Turret will remain concealed.

While in the Doodad layer, you can toggle the starting state of a Door or Turret by double clicking on it in the main window.  For more information on layers, see the Layers section.

You may also use the “Set Doodad State” trigger action to change the state of a Door or Turret during the game.  You will need to draw a location over the Doodad that you want to affect.  For more information, see the Triggers and Creating Locations sections.

Note: Turret Doodads can also be assigned to a player. To assign a turret to a player, select the turret and press the number key corresponding to a player.  The turret will provide sight for the player and, if enabled, will attack the player’s enemies.

For more information on placing Doodads, see Placing Doodads.


Creating Locations

Locations are used to mark and identify specific areas of the map.  Players never see locations, since they are used internally by the Trigger system.

In the Layer menu, select Location. You can then click and drag to create a new location. You can click in an open area to create another location or click on an existing location to select it.  Click and drag on a location to re-position it, or click and drag on any of the corner or side hotspots at the edges to resize it.

The first location you create will be called “Location 0”.   The second will be called “Location 1” and so on.  You can rename a location in the Location Properties dialog.  There are several ways to open this dialog:

•	Double-click on a location.

•	Select a location and press [ENTER].

•	Select a location and then in the Edit menu, select Properties.

•	Select a location, right-click in the main window, and select Properties from the pop-up menu.

Location Properties

In the Location Properties dialog, you will see a text field with the location name and six checkboxes.

You can name a location by typing its name in the text field. When you use a Trigger with a location, you will refer to the location by this name.

Note:  Giving multiple locations the same name is not recommended since that makes it difficult to identify the locations.

The checkboxes allow you to restrict a location to certain elevations on the map. There are six checkboxes:

Low – If this is checked, the location will include ground units in low terrain.

Mid – If this is checked, the location will include ground units in mid terrain.

Hi – If this is checked, the location will include ground units in high terrain.

Low Air – If this is checked, the location will include air units directly above low terrain.

Mid Air – If this is checked, the location will include air units directly above mid terrain.

High Air – If this is checked, the location will include air units directly above high terrain.

You may restrict a location to any combination of elevations. This becomes useful when setting Triggers. As an example: If you wanted a Trigger to check for air units in a location, but not ground units, you would select all three Air elevations and disable the rest.

To delete a location, select it and press [DELETE].  See also the Deleting Items section.


Overview

The Starcraft campaign editor allows for limitless creations of campaigns.  These campaigns can range from single-player to multi-player.  Each campaign can consist of multiple maps, mission briefings, specific conditions for each map, and even special unit attributes.

The campaign editor offers the power of a programming language in an easy to use package that can be learned quickly.  Novice users can create diverse challenges that provide for hours of endless entertainment in the world of real-time strategy.  No longer are you limited to just specifying winning conditions, but you are also able to set specific conditions that will effect the outcome of the overall campaign, or even decide the fate of your opponent.

Triggers take the place of complex programming statements, and allow anyone to create a richly detailed world in which they can enjoy the game in a new perspective.  Whether designing a single level, or a campaign that stretches 20 levels, it is now possible with the Starcraft campaign editor.


Keyboard Shortcuts

[CTRL] or [SHIFT]

If you desire to select multiple units that are scattered throughout the map, hold down either of these keys and select the units.  The editor will automatically keep the other units selected so that you may modify them simultaneously.

[CTRL]+N

Creates a new map.

[CTRL]+O

Opens an existing map.

[CTRL]+S

Saves the current map.

[CTRL]+C

Compacts the current map.

[CTRL]+Z

Undo the last performed action.

[CTRL]+Y

Redo the last performed action.

[Delete]

Clear the selected object.

[CTRL]+A

Select all available objects.

[Enter]

Modify unit properties.

[CTRL]+G

Toggle the Tile Grid On/Off

[CTRL]+T

Switch to the Terrain layer.

[CTRL]+D

Switch to the Doodad layer.

[CTRL]+U

Switch to the Unit layer.

[CTRL]+L

Switch to the Location layer.

[CTRL]+F

Switch to the Fog of War layer.

[CTRL]+G

Go to the Start Location

[CTRL]+[Enter]

Modify the Player Settings

[CTRL]+[SHIFT]+F

Open the Forces dialog box.

[CTRL]+[SHIFT]+S

Open the Sound Manager

[CTRL]+[SHIFT]+T

Open the Triggers dialog box.

[CTRL]+[SHIFT]+B

Open the Mission Briefing dialog box.

[CTRL]+[SHIFT]+H

Open the Global Unit and Hero Settings dialog box.

[CTRL]+[SHIFT]+U

Open the Global Upgrade Settings dialog box.

[CTRL]+[SHIFT]+A

Open the Global Special Abilities dialog box.

[CTRL]+[SHIFT]+[Enter]

Open the Scenario Properties dialog box.

[CTRL]+B

Open a new Brush Palette tool menu.

[CTRL]+P

Open a new Doodad Palette tool menu.

[CTRL]+W

Create a New Map window.

[PgUp]

Moves the main map window up one screen for each press of the key.

[PgDown]

Moves the main map window down one screen for each press of the key.

[CTRL]+F4

Close the current window.

[CTRL]+F6

Switch to the next available window.

[ALT]+F4

Exit the Starcraft Campaign Editor.

[F1]

Open the Help Menu


Contact Information

The Blizzard Entertainment technical support department will attempt to help you resolve any issues that you may experience with the Campaign Editor.  Please note that triggers that do not function with the same results as you expected will not be supported.  Triggers are an extremely powerful addition to the Campaign Editor and should only be used by experienced computer users.  Not all triggers will function in the same fashion and due to the different variations on a single Trigger, we can only offer support on triggers if a crash or hard-lock occurs.

Technical Support

(949) 955-1382

(949) 955-0157 fax

Monday-Friday, 9am-6pm Pacific Time

Automated technical support is available 24 hours a day, 7 days a week

support@blizzard.com

http://www.blizzard.com

Direct Sales

(800) 953-SNOW

(949) 955-0283

sales@blizzard.com

Monday-Friday, 9am-6pm Pacific Time


End User License Agreement
YOU SHOULD CAREFULLY READ THE FOLLOWING END USER LICENSE AGREEMENT BEFORE INSTALLING THIS SOFTWARE PROGRAM. BY INSTALLING, COPYING, OR OTHERWISE USING THE SOFTWARE PROGRAM, YOU AGREE TO BE BOUND BY THE TERMS OF THIS AGREEMENT. IF YOU DO NOT AGREE TO THE TERMS OF THIS AGREEMENT, PROMPTLY RETURN THE UNUSED SOFTWARE PROGRAM TO THE PLACE FROM WHICH YOU OBTAINED IT FOR A FULL REFUND.

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Creating a New Map

In the File menu, select New. You will see the New Scenario dialog.

Use the pull-downs to select the dimensions for your map. The default setting is for square maps. Uncheck the Square Map checkbox to set the height and width to independent values.

The next step is to select a Tileset. The tileset determines which terrain types are available on the map. For example, the Ash World tileset includes rocky ground, craters, and lava floes, while the Jungle World contains grass, trees and ancient ruins.

Finally, you have the option of selecting a Default Terrain. When the map appears, it will be filled with the selected terrain type.

Note:	The map dimensions and tileset cannot be changed without creating a new map.


Saving a Map

In the File menu, select Save. The editor defaults to saving in the Starcraft maps folder.

Although you can select a different folder, you should be aware that Starcraft will only play maps located under the Starcraft maps folder.

Before you can save a map, it must meet the following requirements:

•	Each map must have at least two active players. Neutral and Rescuable players are not considered active.

•	Each player must have a Start Location.

•	At least one player must be under Human control.

•	Active Computer controlled players cannot be on the same Force as Human controlled players.

•	Each player must not exceed two hundred Unit Slots.


Opening an Existing Map

In the File menu, select Open. Select the map you wish to open. After a moment, it will appear in the main window.


Navigating the Map

The main window shows only a portion of the entire map. To view other areas, you can use the arrow keys on the keyboard or the scrollbars on the main window.

You can also click and drag in the Mini Map to rapidly scroll your view.


Using the Mini Map

The Mini Map is located to the left of the main window and displays a view of the entire map. Units and resources on the map are color-coded:

Red

Player 1

Dark Blue

Player 2

Teal

Player 3

Purple

Player 4

Orange

Player 5

Brown

Player 6

White

Player 7

Yellow

Player 8

Light Blue

Neutral Units (Resources, Critters, Power Ups and unattached Add Ons)

You can click and drag in the Mini Map to rapidly scroll your view in the main window.  For other ways to scroll the view see Navigating the Map.


Using the Tool Tree

When you first run the editor, your cursor starts as a diamond-shaped terrain brush.  This cursor takes on different forms depending on the brush you select. Brushes are used in the main window to paint terrain, place units, or add Doodads to the map.  You select brushes from the Tool Tree located to the left of the main window.

The Tool Tree is a list of folders with a complete list of terrain and unit brushes, organized by type.

Terrain:	All the terrain types available in this map’s tileset.

Neutral Units:	These include resources, critters, and power-ups.

Players 1-8:	The units available for each player depend on the race you have selected for that player.

When you select a brush from the Tool Tree, your cursor changes to reflect your current selection. You can then use this brush to paint over the map in the main window.

You can also use the Brush Palette to select terrain and unit brushes. For information on selecting doodad brushes, see the Placing Doodads section.


Using the Brush Palette

When you first run the editor, your cursor starts as a diamond-shaped terrain brush.  This cursor takes on different forms depending on the brush you select. Brushes are used in the main window to paint terrain, place units, or add Doodads to the map.  You select brushes from the floating window called the Brush Palette.

The Brush Palette contains icons corresponding to terrain types and units.  You can select brushes by clicking on these icons.

Note: If you hold the cursor over an icon, the brush name will appear in a Tool Tip.

The brushes are divided into several categories including terrain, resources and units. You can use the pull-down at the top of the Brush Palette to choose a category.

It is possible to have more than one Brush Palette open at a time. In the Window menu, select New Brush Palette to open a new Brush Palette.

Note:  The Brush Palette will only allow you to place units for the current player. Use the Player menu to select the current player. For more information on players and unit ownership, see the Unit Ownership section.

You can also use the Tool Tree to select terrain and unit brushes. For information on selecting doodad brushes, see the Placing Doodads section.


Layers (Terrain, Doodad, Unit, Location, Fog of War)

Maps consist of several elements: terrain, doodads, units, locations and the fog of war.  Each of these elements has been separated into a distinct layer.

Terrain

While working in the Terrain layer, your cursor will be the diamond-shaped terrain brush. You can use this brush to paint terrain. When placing terrain, you can click multiple times in the same location to cycle through artwork variations. For more information on placing terrain, see the Changing the Terrain section.

Doodad

Trees, craters, ramps and other unique terrain features are Doodads. While working in the Doodad layer, you can place, select and delete doodads. Use the Doodad Palette to choose a doodad brush. For more information, see the Placing Doodads section.

Unit

Buildings, units and resources are all placed in the Unit layer.  While working in the Unit layer, you can place, select, delete and modify properties for units.  For more information about placing units, see the Placing Units section.

Location

Locations are rectangular regions used with Triggers. This is an advanced feature that is not required to make a map. Locations are only visible when the Location layer is the current layer. For more information about creating Locations, see the Creating Locations sections.

Fog of War

In Starcraft, the area that is no longer in the vision of any of your units or buildings is called the “Fog of War.” While working in the Fog of War layer, you can mark areas of fog as fully or partially obscured. The Fog of War layer can be set separately for every player, or can be set for all players in a scenario. The fog is only visible when the Fog of War layer is the current layer. For more information about modifying the Fog of War, see the Uncovering the Map section.

Layers can be selected using the Layer menu or by right-clicking in the main window and using Layer in the pop-up menu.

Note: You may only modify and select elements while in their current layer. For instance, Doodads cannot be selected when you are in the Unit layer.


Tile Grid

From the Edit menu, select Show Grid. When Show Grid is checked, a grid of black lines will appear over the map.

You can use the grid to align doodads, buildings and resources over terrain.


Game Types: Use Map Settings vs. Melee

When you create a game in Starcraft, you can use the Game Type pull-down to determine how the map will be played. The game types fall into two categories: “Use Map Settings” and everything else.

Use Map Settings	Melee and all other game types
Terrain and Doodads are used.	Terrain and Doodads are used.
Triggers and Locations are used.	Triggers in the map are replaced with Triggers specific to the game type.  Locations are ignored.
All units are used.	Power-ups, units and buildings are removed from the map.  Resources and critters are used.
Forces and Player Settings are used.	Forces and Player Settings are ignored.  Races are user selectable.  All players with Start Locations start with standard starting forces at the site of the start location.
Global Settings are used.	Global Settings are ignored.  Default Starcraft statistics are used.
Fog of War layer is used.	Fog of War layer is ignored.  The entire map starts fully obscured for all players.
Computer controlled players defend themselves but do not build or attack unless assigned an AI script.	Computer controlled players automatically use the Custom AI script.

If you want people to play the map using the “Use Map Settings” game type, it is recommended that you put “(USE MAP SETTINGS)” as the first line of its description.  For more information about setting a map description, see the Setting Scenario Properties section.


Setting Scenario Properties

In the Scenario menu, select Properties to open the Scenario Properties dialog. The name and description you provide in this dialog are used to describe the map to players considering creating or joining a game with this map.

Name

You can enter a name for the map in this field. The name will appear as part of the map information display in Starcraft. By default, the scenario name is set to “Untitled Scenario.”

Note:  The scenario name is not the same as the map’s filename. The filename is set when the map is saved. For more information, see the Saving a Map section.

Description

You can enter a brief description of your map in this field.  The description will appear as part of the map information display in Starcraft.  By default, the scenario description reads “Destroy all enemy buildings.”

If you want people to play the map using the “Use Map Settings” game type, it is recommended that you put “(USE MAP SETTINGS)” as the first line of the description.  For more information about game types, see the Game Type section.


Starting Resources

Triggers are used to set the starting resources of any player. When you first create a new map, it has three triggers by default: The first one sets the starting resources for all players to 50 Ore.  The other two deals with victory and defeat conditions.

In the Scenario menu, select Triggers to open the Triggers dialog.   Select the trigger that says “Modify Resources for the Current Player…” Click the Modify button.  A dialog with three tabs – Players, Conditions and Actions – will appear.  Select the Actions tab.  With the modify resources action selected, click the Modify button. Click on the blue, underlined “50” and select a new value.

As with all triggers, the new starting resources triggers will only take affect if the map is played using the “Use Map Settings” game type.   For more information, see Game Types.

It is possible, using more sophisticated triggers, to start different players with different resources or to change a player’s resources in the middle of the game. For further information on triggers, see the Trigger Walkthrough.


Creating a Mission Briefing

A Mission Briefing is shown before any game played with the “Use Map Settings” game type. The briefing is an opportunity to explain any special rules that will be in effect during the game and to establish the tone and story for the game. If the map is a multiplayer map, each player or group of players can have a different mission.

The interface for creating a Mission Briefing is based on the interface for defining Triggers.  For a more detailed discussion of this interface, see the Trigger Overview section.

In the Scenario menu, select Mission Briefings to open the Mission Briefings dialog.  Click the New button.  The Mission Briefing wizard will appear.

The first dialog in the Mission Briefing wizard allows you to select which players will receive the briefing.  Select the players or force you want to receive the briefing and click the Next button.

The next dialog allows you to define the Mission Briefing Actions.  To add an Action, click the New button. The following Actions are available in Mission Briefings:

MISSION OBJECTIVES – This action allows you to enter text explaining the mission objectives.  This text is displayed in the OBJECTIVES pane in the lower left of the briefing room.  It also appears in the game if the player selects Mission Objectives from the game menu.  This is, of course, just text.  It is up to you to make sure that the Triggers in the game are consistent with this text.

TEXT MESSAGE – This action allows you to display text in the center pane in the briefing room. Text messages too long to fit in the pane will automatically scroll.  Be sure to specify a long enough duration.  If you want to have one text message display after another, use a WAIT command between them.  Otherwise, the second text message will immediately replace the first.

PLAY WAV – This action allows you to play a pre-recorded sound file.  Use this action to incorporate speech, music, and sound effects into your briefings. For information on managing sound files in a map, see the Adding Sound Effects section.

SHOW PORTRAIT – There are four slots for portraits in the briefing room.  You can use this action to display any portrait from the game in any of the four slots.  You should SHOW PORTRAIT in a slot before using the DISPLAY SPEAKING PORTRAIT action.

DISPLAY SPEAKING PORTRAIT – Use this action to highlight one of the slots and make the portrait in it use its talk animation. You can use this action with PLAY WAV to make characters in the briefing appear to talk. Remember to SHOW PORTRAIT in a slot before using the DISPLAY SPEAKING PORTRAIT action.

HIDE PORTRAIT – Use this action to clear a portrait slot.

TRANSMISSION –  This action combines the functionality of PLAY WAV, TEXT MESSAGE, DISPLAY SPEAKING PORTRAIT and WAIT.  In most cases, using the TRANSMISSION action is preferable to using the actions separately.

WAIT – This action causes a delay before other actions can take place. It is usually a good idea to have a WAIT after a TEXT MESSAGE command.  The WAIT command can also be used to put dramatic pauses between lines of dialogue.

Note: Place a WAIT Action at the end of any multiplayer mission briefing.  The WAIT will compensate for speed variances in processors and ensure that all players can see the mission briefing.

Actions execute in order from top to bottom.  You can use the Move Up and Move Down buttons to re-order the Actions as necessary.


Mission Objectives

Mission objectives remind players of what they are supposed to accomplish. The SET OBJECTIVES trigger allows you to embed these objectives into your map where players can examine them.

There is no trigger to display mission objectives during the game. Should you wish to alert players to an existing or new objective, use the DISPLAY TEXT MESSAGE trigger.

Note: Mission objectives are merely text. You must use Triggers with the Victory and Defeat Actions to change the victory and defeat conditions.


Forces

Forces provide an easy way to organize different players in a scenario. You can also uses Forces to assign starting alliances between different players or to create Triggers that only affect one Force or another. Usually, it’s a good idea to separate opposing players into different Forces. When players join a scenario game with Forces, they will see their Force name listed in the pre-game chatroom and can join any Force with an open human slot.

By default, all players are a part of the same Force. Note that computer-controlled players and human players cannot be on the same Force (see Saving a Map.) To assign a player to a different Force, open up the Forces dialog and drag the player’s name to the Forces box that you want them to join. You can also rename the Forces from the Forces dialog, and set several options for each Force.

The different options available for Forces are:

Allies – All players in the Force start out allied with each other, and their units will not attack each other.

Allied Victory – All players in the Force start with Allied Victory turned on. Allied Victory settings affect the Opponents Condition.  If you want to make a map that allows for allied victory, you should use the Opponents Condition in your Victory Triggers.

Random Start Location – All players in the Force will be assigned a random starting location.

Shared Vision – All players in the Force start out with Shared Vision turned on. Each player can see everything that the other players see, including cloaked and hidden units.

Note that these options (other than Random Start Location) are identical to the options in the Diplomatic Settings in the game. Players in the same Force can change their own settings once they are in the game.


Player Settings: Overview

Player settings allow you to set properties such as the race of a given player, whether computer or human controls it, and what technologies or special abilities are available to it.  Using the player settings for units, upgrades and special abilities, you can control the technology tree or upgrade path for each player.

In the Player menu, select Settings. You will see a dialog appear with four tabs across the top: Properties, Units, Upgrades and Special Abilities.

Note:  Player settings only apply to games where the game creator has selected the “Use Map Settings” game type. For more information, see the Game Types section.


Player Settings: Properties

This panel allows you to select the race and control type for each player. The players list-box shows the team color, race and control type for each player.  By highlighting a player in the list-box, you can change the settings for the highlighted player.

Race

The radio buttons determine the race of the highlighted player. You can set any players to Terran, Zerg or Protoss. The fourth option, User Selectable, is only available for human controlled players. The User Selectable setting lets players pick their own race before starting the map.

Note:  In the Campaign Editor, a player of one race cannot control units of a different race.  If you change a player’s race, units will be removed from the map as necessary. Players with User Selectable race always start the game with four workers and a colony center and cannot have units placed in the Campaign Editor.

Control Type

The pull-down to the right of the radio buttons allows you to set the control type for the highlighted player. There are four control types: Human, Computer, Rescuable and Neutral.

•	By default, all players are Human-controlled. In a multiplayer game, users can play as any side marked as human-controlled.

•	Computer-controlled units are hostile to all human-controlled units and will attack on sight, but they will not build up or attack unless assigned an AI Script.  For information on assigning AI Scripts, see the Setting Up a Computer Opponent.

•	Until they are rescued, Rescuable units do not move or attack, and computer-controlled units ignore them.  Once rescued by a human player, they change to human control. If a colony center is rescued, all units belonging to that side are also rescued.

•	Neutral units will not do anything to any other players unless they are attacked. Once they have been attacked, they mark the attacking player as an enemy and will defend themselves.

Human and Computer players cannot be on the same force.  For more information, see Forces.

Before you can save, at least two players on a map must be active players. (Only Human and Computer players are considered active players.) For more information on map requirements, see Saving a Map.


Player Settings: Units

This panel lets you specify which units are available to each player. On the left side of the panel is a tree control with all the units in the game and a list-box with all of the players.

To the right of the tree control is an Enable by Default checkbox. A unit marked as enabled will be available in games played on this map.

Initially, all units are available. To disable a unit for all players, select the unit in the tree control and then uncheck the Enable by Default checkbox.

Initially, all players are set to use the default settings for the availability of units, but you can modify unit availability for each player separately. To change the availability of a unit for one player, select the player in the list-box and select the unit in the tree-control.  Then, uncheck the Use Defaults for Player checkbox. You can then check or uncheck the Enable for Player checkbox as appropriate.

The list-box updates automatically to show if a player is using the defaults for the selected unit and, if not, to show whether that unit has been enable or disabled for that player.


Player Settings: Upgrades

This panel lets you specify the default and maximum upgrade levels for each player. On the left side of the panel is a tree control with all the upgrades in the game and a list-box with all the players.

To the right of the tree control are the Default Level and Default Max fields. These let you set the initial upgrade levels and maximum upgrade levels available for each upgrade in the game. The Default Level is the upgrade level players will have at the beginning of the game. The Default Max is the highest upgrade level players will be allowed to research in the game.

Initially, the Default Level is set to zero, and the Default Max is set to the maximum for that upgrade.

To alter the default settings for an upgrade, select the upgrade in the tree control and then enter the Default Level and Default Max for that upgrade. To disable an upgrade entirely, set both the Default Level and Default Max fields to zero. These will be the default settings for all players.

Initially, all players are set to use the default settings for upgrades, but you can modify upgrade settings for each player separately. To alter these settings for one player, select the player in the list-box and select the upgrade in the tree control. Uncheck the Use Defaults for Player checkbox and then enter values for Default Level and Default Max.

The list-box updates automatically to show if a player is using the defaults for the selected upgrade and, if not, to show the custom Level and Max settings for that player.


Player Settings: Special Abilities

This panel lets you specify which special abilities are available to each player. On the left side of the panel is a tree control with all the special abilities in the game and a list-box with all the players.

To the right of the ability tree control is a set of radio buttons labeled Disabled, Enabled and Researched.  Abilities set to disabled cannot be used in this map.  Abilities set to enabled can be used once they have been researched during the game.  Abilities set to researched can be used without additional research in the game.

Initially, all special abilities are set to enabled.

To alter the default settings for any special ability, select the special ability in the tree control and then select one of the three options for that ability: Disabled, Enabled or Researched.

Initially, all players are set to use the default settings for special abilities, but you can modify special ability settings for each player separately. To alter these settings for one player, select the player in the list-box and select the special ability in the tree control. Uncheck the Use Defaults for Player checkbox and then select a custom setting using one of the three radio buttons: Disabled, Enabled or Researched.

The list-box updates automatically to show if a player is using the defaults for the selected special ability and, if not, to show whether that ability has been enabled, disabled or researched for that player.


Global Settings: Unit and Hero Settings

The Unit and Hero Settings dialog allows you to set hit points, shield values, costs and other settings for all the units in Starcraft.

From the Scenario menu, select Unit and Hero Settings.

This dialog contains a tree control listing of every unit in the game and provides fields for modifying their characteristics. Initially, all units are set to their defaults. To alter the settings for a unit, select it from the tree control and uncheck the Use Defaults checkbox.

Settings:

Hit Points - The maximum hit points for this unit.

Shields – For Protoss units, this value denotes the maximum shield value for the unit.

Armor – Armor is subtracted from damage caused by another unit. For example, a unit with an armor rating of 1 would subtract 1 point of damage from every attack against it.

Time – This is the time, in seconds, required to build the unit.

Minerals – This is the cost of the unit in minerals.

Gas – This is the cost of the unit in gas.

Ground Damage – This is how much damage the unit does in one ground attack.  Some units deal more damage per attack.  The Max Hits qualifier shows how many times the unit actually does damage in a single attack.

Ground Bonus – This is the amount by which damage increases every time you upgrade this unit’s ground attack.

Air Damage – This is how much damage the unit does in a single attack against air units.  Some units deal more damage per attack.  The Max Hits qualifier shows how many times the unit actually does damage in a single attack.

Air Bonus - This is the amount by which damage increases every time you upgrade this unit’s air attack.

Custom Name – This allows you to change the name of the selected unit. Uncheck the Use Default checkbox and type in a name of your choice.

You may reset the settings for units at any time by pressing the Restore Defaults for All Units button.


Global Settings: Upgrade Settings

Upgrades allow players to enhance the existing capabilities of their units. This dialog allows you to set the cost and time it takes to develop any upgrade in Starcraft.

This dialog contains a tree control listing of every upgrade in the game and provides fields for modifying their costs in time and resources. Initially, all units are set to their defaults. To alter the settings for a unit, select it from the tree control and uncheck the Use Defaults checkbox.

Settings:

Time Cost: Base  – This is the amount of time, in seconds, that it takes to research the initial upgrade or ability.

Time Cost: Factor – If this upgrade or ability can be improved more than once, this is the amount of additional time it will take each time you upgrade this ability.

Mineral Cost: Base – This is the cost, in minerals, that it takes to research the initial upgrade or ability.

Mineral Cost: Factor – If this upgrade or ability can be improved more than once, this is the additional cost, in minerals, for each upgrade of this ability.

Gas Cost: Base – This is the cost, in gas, that it takes to research the initial upgrade or ability.

Gas Factor: Factor – If this upgrade or ability can be improved more than once, this is the additional cost, in gas, for each upgrade of this ability.

You may reset the settings for upgrades at any time by pressing the Restore Defaults for All Upgrades button.


Global Settings: Special Ability Settings

Players can research additional abilities to give to their units. This dialog allows you to adjust the time required in researching the ability, its cost to research, and the energy cost to the unit using the ability.

This dialog contains a tree control that lists each ability in the game and provides fields for modifying their costs in time, resources and energy. Initially, all units are set to their defaults. To alter the settings for a unit, select it from the tree control and uncheck the Use Defaults checkbox.

Settings:

Time – This is the time it takes, in seconds, to research the ability.

Minerals – This is the cost, in minerals, to research the ability.

Gas – This is the cost, in gas, to research the ability.

Energy – This is the amount of energy used by a unit to activate the ability.

You may reset the defaults for special abilities at any time by pressing the Restore Defaults for All Abilities button.


Uncovering the Map

There are three levels of Fog of War available in Starcraft:

Fully Obscured - The area is completely hidden from the player.

Partially Obscured – The Player can see terrain but cannot see any troops or activity in the area.

Revealed – The Player can observe both terrain and units in the area.

To set the initial Fog of War settings for each player, you can use the masking tools in the Fog of War Layer. These tools allow you to set areas of the Fog of War to be either fully or partially obscured. From the Layer menu, select Fog of War. Click or click and drag in the main window to mark areas as partially obscured. Painting over these areas again will change them back from partially obscure to fully obscure.  The preceding method will uncover the Fog of War layer for the current player selected.  To alter the Fog of War layer for all players in a scenario, hold down the [SHIFT] key while clicking in the main window.

To reveal areas to players you will need to use map revealers.

Map revealers are treated as units, although players cannot see or control them in the game. Map revealers can be found in the Tool Tree or Brush Palette and are placed in the same way as units.

Placing map revealers in an area reveals that area of the map to the player at the start of the game. Since map revealers are treated as units, they belong to specific players. Only the map revealer’s owner benefits from the sight granted by that unit. For more information, see Unit Ownership.

Note: If you want to make an area visible to all players, you must create a separate map revealer for each player.

Areas can also be revealed on a temporary basis. By using triggers to add or remove revealers from the map, you can control when, where and how long areas are revealed during the course of a game.


Setting up a Computer Opponent

Starcraft has several types of Artificial Intelligence (AI) that can be assigned to computer controlled players. If a map is intended to be played using the “Use Map Settings” game type, it is important that you run AI scripts for any computer opponents in the map. In this game type, if an AI Script has not been specified, the computer-controlled players with do nothing.  In all other game types, computer controlled players will automatically use the Custom Level AI scripts.  For more information on game types, see the Game Types section.

Several elements must be coordinated to run an AI script for a computer player: player settings, locations and triggers.

Player Settings

The first step is to make sure that there are computer players on the map.  In the Player menu, select Settings to open the Player Settings dialog.  Use the Control pull-down to set one of the players to Computer control.

Note: Human and computer players cannot exist on the same force. In the Scenario menu, select Forces. Drag the computer players out of any force containing human players. For more information, see Forces.

Locations

The next step is to mark the computer base with a location.  In the Layer menu, select Location.  Create a Location called “Computer Player” somewhere in the middle of the computer’s starting town.  It is important that the Location be within a screen of a source of minerals and a source of Vespene gas.  For information on locations, see the Creating Locations section.

Triggers

The final step is to run an AI script for the computer player. In the Scenario menu, select Triggers to open the Triggers dialog. Create a new Trigger with owner set to the computer player, with the condition “Always” and the action “Run AI Script at Location”.  Click on the “script” field and select an appropriate AI script from the List of AI Scripts. Click on the “location” field and select the location called “Computer Player”.  The computer player will build up and attack according to the script you have selected.  (For a more detailed discussion of Triggers, see the Trigger Overview.)


Adding Sound Effects

You can import .WAV files into a map and play them as sound effects, narration or dialogue between characters. To play the sounds in the game, you use the PLAY WAV or TRANSMISSION trigger action.  For more information on these actions, see the Trigger Overview section.

In the Scenario menu, select Sounds to open the Sound File Manager.  The Sound File Manager displays a table of all of the sounds in the map.  For each .WAV, it displays the following information:

Seconds - The duration of the sound in seconds.

Triggers - The number of times the sound is used in a Trigger action.

Briefings - The number of times the sound is used in a Mission Briefing action.

Use the Import button to add new .WAV files to the map.  When you import a sound, you have the option of setting a compression level.  We recommend that you use the setting for Highest compression because large sound files can dramatically increase the size of a map, and larger maps take longer to transfer between computers.

If you import a sound with the same name as one that’s already in the map, the old sound will be replaced.  All Trigger or Mission Briefing actions that used the old sound will automatically use the new sound.

Note: Windows 95/NT includes a Sound Recorder utility that lets you record .WAV files, and many popular sound cards come with similar utilities.  Please see your documentation on recording a .WAV file.

Use the Export button to save the selected sound as a .WAV file.

Use the Delete button to remove the selected sound from the map.  Any Trigger or Mission Briefing actions that used this sound will be disabled.

Use the Play button to listen to the selected sound.  You can then use Stop All to stop playing the sound.


Creating a Campaign

For single player scenarios, multiple maps may be chained together to form a campaign. Once a player has won or lost a scenario, the next scenario will be loaded automatically.

Use the SET NEXT SCENARIO Action as part of your victory or defeat Triggers to link additional maps.

Note: This feature is intended for single player scenarios only. It does not work for multiplayer campaigns.


Triggers: Overview

Triggers are the heart of the Campaign Editor and the key to creating original and inventive scenarios. Using plain English, the Trigger system allows you to set up actions that activate when particular conditions are met. You can destroy or create units, allocate resources, transmit messages to the players and even modify the actions of computer controlled players.

Each Trigger is composed of three parts: Players, Conditions and Actions.

Players are the players that receive a copy of the Trigger. Each player owns a separate Trigger list. If a Trigger is applied to more than one player, each player checks its conditions and executes its actions independently.

Conditions are the circumstances that must be met before the Trigger will activate. All of the Trigger’s Conditions must be met before any Actions are taken. For more information on Conditions, see the Trigger Conditions list.

Actions are the effects that take place when the Trigger’s Conditions are met. Most Actions can affect any player in the game but some only affect the player executing the Trigger. For more information, see the Trigger Actions list.

A Sample Trigger

Player:	Player 1

Conditions:	Player 2 commands 5 or less buildings

Actions:	End scenario in victory for current player

If Player 2 ever controls five or less buildings, Player 1 will immediately win the game.  Notice that even though Player 1 is the owner of the Trigger, the Conditions are based on another player.

Each item in bold underline is a user value that you can change. For instance, you can adjust the number of buildings that Player 2 needs to have or change “buildings” to a specific unit type.

Guidelines

Creating a Trigger

List of Conditions

List of Actions

List of User Values


Triggers: Actions

Below is a list of Actions that are available in the Campaign Editor. Each item that is underlined and blue can be changed to a user value when the Trigger is created.

Click on any of the underlined terms in the following list to see a more detailed explanation.

Trigger Type	Default Action Text
CENTER VIEW	Center view for current player at location.
COMMENT	Comment: comment.
CREATE UNITS	Create quantity unit at location for player
CREATE UNITS WITH PROPERTIES	Create quantity unit at location for player.  Apply properties
DEFEAT	End scenario in defeat for current player.
DISPLAY TEXT MESSAGE	Display for current player: text.
DRAW	End the scenario in a draw for all players.
GIVE UNITS TO PLAYER	Give quantity units owned by player at location to player.
KILL UNIT	Kill all units for player.
KILL UNITS AT LOCATION	Kill quantity units for player at location.
LEADER BOARD (CONTROL AT LOCATION)	Show Leader Board for most control of units at location. Display label: label
LEADER BOARD (CONTROL)	Show Leader Board for most control of unit. Display label: label
LEADER BOARD (GREED)	Show Greed Leader Board for player closest to accumulation of number ore and gas.
LEADER BOARD (KILLS)	Show Leader Board for most kills of unit. Display label: label
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 label: label
LEADER BOARD GOAL (RESOURCES)	Show Leader Board for player closest to accumulation of number resource. Display label: label
LEADER BOARD COMPUTER PLAYERS	Set use of computer players in leaderboard calculations.
MINIMAP PING	Show minimap ping for current player at location.
MODIFY UNIT ENERGY	Set energy points for quantity units owned by player at location to percent%.
MODIFY UNIT HANGAR COUNT	Add at most quantity to hangar for quantity units at location owned by player.
MODIFY UNIT HIT POINTS	Set hit points for quantity units owned by player at location to percent%.
MODIFY UNIT RESOURCE AMOUNT	Set resource amount for quantity resource sources owned by player at location to quantity.
MODIFY UNIT SHIELD POINTS	Set shield points for quantity units owned by player at location to percent%.
MOVE LOCATION	Center location labeled location on units owned by player at location.
MOVE UNITS	Move quantity units for player at location to destination.
MUTE UNIT SPEECH	Mute all non-trigger unit sounds for current player.
ORDER	Issue order to all units owned by player at location: order to destination.
PAUSE GAME	Pause the game.
PAUSE TIMER	Pause the countdown timer.
PLAY WAV	Play WAV file
PRESERVE TRIGGER	Preserve Trigger.
REMOVE UNIT	Remove all units for player.
REMOVE UNITS AT LOCATION	Remove quantity units for player at location.
RUN AI SCRIPT	Execute AI script script.
RUN AI SCRIPT AT LOCATION	Execute AI script script at location.
SET ALLIANCE STATUS	Set Player to Ally status.
SET COUNTDOWN TIMER	Modify Countdown Timer: Set duration seconds.
SET DEATHS	Modify death counts for player: Set quantity for unit.
SET DOODAD STATE	Set doodad state for units for player at location.
SET INVINCIBILITY	Set invincibility for units owned by player at location
SET MISSION OBJECTIVES	Set Mission Objectives to: text.
SET NEXT SCENARIO	Load scenario after completion of current game.
SET RESOURCES	Modify resources for player: Set quantity resource.
SET SCORE	Modify score for player: Set quantity points.
SET SWITCH	Set switch.
TALKING PORTRAIT	Show unit talking to current player for duration milliseconds.
TRANSMISSION	Send transmission to current player from unit at location. Play WAV file. Modify transmission duration: Set number milliseconds. Display the following text: Text
UNMUTE UNIT SPEECH	Unmute all non-trigger unit sounds for current player.
UNPAUSE GAME	Unpause the game.
UNPAUSE TIMER	Unpause the countdown timer.
VICTORY	End scenario in victory for current player.
WAIT	Wait for duration milliseconds.


Triggers: Conditions

Below is a list of Conditions that are available in the Campaign Editor. Each item that is underlined and blue can be changed to a user value when the Trigger is created.

Click on any of the underlined terms in the following list to see a more detailed explanation.

Trigger Type	Condition Text
ACCUMULATE	Player accumulates quantity resources.
ALWAYS	Always.
BRING	Player brings quantity units to location.
COMMAND	Player commands quantity units.
COMMAND THE LEAST	Current player commands the least units.
COMMAND THE LEAST AT	Current player commands the least units at location.
COMMAND THE MOST	Current player commands the most units.
COMMAND THE MOST AT	Current player commands the most units at location.
COUNTDOWN TIMER	Countdown timer is duration game seconds.
DEATHS	Player has suffered quantity deaths of unit.
ELAPSED TIME	Elapsed scenario time is duration game seconds.
HIGHEST SCORE	Current player has highest score points.
KILL	Player kills quantity units.
LEAST KILLS	Current player has least kills of unit.
LEAST RESOURCES	Current player has least resources.
LOWEST SCORE	Current player has lowest score points.
MOST KILLS	Current player has most kills of unit.
MOST RESOURCES	Current player has most resources.
NEVER	Never.
OPPONENTS	Player has quantity opponents remaining in the game.
SCORE	Player score type score is quantity
SWITCH	Switch is set.


Triggers: Guidelines

Some general rules and guidelines for setting up Triggers are:

•	Triggers will only be used in a scenario if the game creator chooses “Use Map Settings” as the Game Type. Playing a Melee or other game type on a scenario map disables any map-specific Triggers and enables triggers and victory conditions based on the game type. For more information, see the Game Types section.

•	All Triggers must have at least one Player, one Condition and one Action. The Trigger wizard will not allow you to create an incomplete Trigger.

•	All Conditions of a Trigger must be met before the Actions are carried out. If you want to have more than one way to activate an event, you must set up multiple Triggers.

•	Normally, a Trigger can only activate once per game for each owner. Once a Trigger’s Actions have been completed, the Trigger is disabled unless one of the Actions was Preserve Trigger. If you want a Trigger to remain in effect throughout the scenario, include Preserve Trigger in its Action list.

•	Each player has a separate Trigger list. If a Trigger is applied to more than one player, each player checks its Conditions and executes its Actions independently. Because of this, a Trigger that is owned by “All Players” will carry out its Actions multiple times if its Conditions are true for multiple players.

•	If a Trigger’s owner is defeated or leaves the game, the Trigger is disabled.

•	The final player in a scenario must explicitly receive a Victory Action before the scenario will end.  If one player executes the Victory Action, all the other players will defeat, but if other players have executed the Defeat Action, the remaining player will not automatically win.

•	All Text messages, WAV files and Transmissions are only sent to the Trigger’s owners. Text messages will only appear if the owner has Subtitles turned on in the Starcraft Sound Options Menu or if the Always Display option is checked for the Action.

•	Conditions that are turned off by removing the checkmark next to them are ignored and considered “true.” Use the Never Condition or disable all of its actions if you want to completely disable a Trigger.

Certain Actions are marked as “Blocking” Actions. No other Actions can take place until a Blocking Action is finished. The Blocking Actions are:

•	 WAIT

•	 TRANSMISSION

•	 CENTER VIEW

Certain Actions cannot be used while the game is in a Paused state. These Actions are:

•	 CENTER VIEW

•	 CREATE UNIT

•	 KILL UNIT

•	 KILL UNIT AT LOCATION

•	 REMOVE UNIT

•	 REMOVE UNIT AT LOCATION

Certain Actions will not function while in a multiplayer game. These Actions are:

•	 PAUSE

•	 UNPAUSE

•	 SET NEXT SCENARIO


Triggers: User Values

The following is a complete list of the user definable values that can be used with the Actions and Conditions in the scenario editor.

ALLY STATUS

This option box allows you to change a value from Enemy, Ally and Allied Victory.  A description of each of these values can be found in the game’s documentation.

COMMENT

This is a text field that allows you to describe your trigger.

DESTINATION

Destination is the same as Location.

DURATION

Duration may be a qualified number or number value, measured in milliseconds. 1,000 ms equals 1 second.

LABEL

Label allows you to define a name for the leader board, which will be displayed next to the top player’s score when the leader board is displayed.

LOCATION

Locations are areas that have been defined in the Location Layer of the map. The “Anywhere” Location covers the entire map. If you create a unit at “Anywhere,” it will appear in the center of the map. All locations except “Anywhere” can be restricted to certain elevations.  For more information, see Creating Locations.

NUMBER

This value can range from 1-9,999,999.

NUMBER OF UNITS

This value can range from 1-255.  Choosing the option box for “All Units” will disable the ability to enter a number, and the trigger will affect all units.

ORDER

Order specifies whether the affected unit(s) will Move, Patrol or Attack.  The difference between these commands is listed in your game documentation.

PERCENT

This value can range from 1-100.  The value that is chosen dictates what percentage the trigger will affect.  For example, choosing 10 for this value will specify 10 percent out of the total.  If the total were 250, 10 percent would represent 25.

PLAYER

Player is used to specify which player or players are subject to the action or condition. Valid player values are Player 1-8, Current Player, Foes, Allies, Neutral Players, All Players, Force 1-4, and Non Allied Victory Players.

POINTS

Points can be used to track combat kills, construction or a custom score set with triggers. This is normally used with the leader board action to display a constant score for each player.

‘Total’ points are the combined total of units, buildings, kills and razings.

‘Units’ points are calculated based on the number of units that were built in the scenario multiplied by the number of points associated with a unit.

‘Buildings’ points are calculated based on the number of buildings that were built in the scenario multiplied by the number of points associated with a unit.

‘Units and Buildings’ points are the combined totals from units and buildings.

‘Kills’ points calculate the number of unit kills and factor them into a score.

‘Razings’ points calculate the number of buildings that were destroyed and factor them into a score.

‘Kills and Razings’ points are the combined totals from kills and razings.

‘Custom’ points are values that are user defined. Custom points can only be modified using Trigger Actions.

PROPERTIES

This will bring up the Unit Properties dialog box.

QUALIFIED NUMBER

This combines a number with the ‘Or More’, ‘Or Fewer’, and ‘Exactly’ qualifiers.

QUANTITY

Quantity might be a qualified number, number, or number of units value.  To determine which is applicable, check the title of the dialog box that appears when you click on Quantity.

RESOURCES

The resources value allows you to choose Minerals, Gas, or Minerals and Gas.

SCENARIO

This selection brings up the standard ‘File Open’ dialog box. Choose the map that you wish to be loaded when a player finishes this scenario. Using the Set Next Scenario trigger allows you to create a fully featured campaign similar to the single player levels that are included with Starcraft or even a branching campaign composed of multiple scenarios.

SCORE TYPE

This value represents the scoring method that you wish to use in your condition or action. You can set the scoring values from the points user value.

SCRIPT

This value is the computer AI script that you wish to use. The pull-down list specifies the available AI scripts. By changing the computer AI behavior, you can, for example, instruct computer-controlled units to attack certain players.

SET

Set allows you to modify or set the value of another variable, such as a player’s score or available resources. Set can also be used to enable, disable or toggle switches and certain doodads.

SWITCH

A switch is a simple on/off variable. Using switches allows you keep track of which triggers have been used or to keep a trigger from activating several times simultaneously if multiple players meet the conditions at the same time.

SWITCH IS SET

This allows you to test whether a specific switch is in the ‘Set’ state or the ‘Cleared’ state.

TEXT or TEXT MESSAGE

Similar to the WAV File option, this allows the computer to notify you when the associated condition is achieved. Note that text messages will only appear if the affected player has Subtitles turned on in the Starcraft Sound Options Menu or if the Always Display option is checked for the action.

TIMER

Timer allows you to select a number (in seconds) for the timer to be initialized at. Once the timer has been initialized, it will count down from its position in seconds and stop when it reaches zero.

UNIT or UNITS

This value sets which unit(s) will be affected by the triggers. The different unit types are:

Any Unit – This includes all types of units including buildings, resources, power-ups, etc.

Men – In general, any non-building unit that can be created over the course of the game. This also includes critters and heroes.

Building – Any structure.  This includes unique structures such as the Zerg Overmind.

Factory – Any structure that can produce units.

Specific Unit – Gives you the ability to specify a single unit type.

If you want to affect more than one specific unit type, such as both Zerg Queens and Protoss Arbiters, you will need a condition or action for each unit type.

WAV FILE

This value is the name of the file that will be played by this action. For more information on importing .WAV files, see the Adding Sound Effects section.


Triggers: Condition Details

The following section details each available condition.

ACCUMULATE

Accumulate requires that the player gather enough of a specific resource.

ALWAYS

This Condition is always considered true. Keep in mind that all of a trigger’s conditions must be met for it to activate; so adding Always to a trigger with other conditions has no effect.

Use the Always condition for actions you want to take place at the beginning of the game, for instance, setting starting resources, initializing scores, or transmitting instructions. If the Preserve Trigger action is used, the trigger will activate once every two seconds. If not, the trigger will execute only once per game.

BRING

This states that a player is required to bring ‘X’ number of units to a specific location. The units can be any player-controlled unit available in the game.

COMMAND

The selected player must control a certain number of the specified units. This includes rescued units but not hallucinations.

COMMAND THE LEAST

Command the Least allows you to define an action based on the player that commands the least units. You might use this to give advantages to slower players or to single out weakened players. Note that this condition checks all players, including neutral, computer controlled, and rescuable players.

COMMAND THE LEAST AT

Command the Least At is similar to ‘Command the Least’, however, but only compares units at a particular location. The location can be restricted to certain elevations.  For more information, see Creating Locations.

COMMAND THE MOST

Command the Most requires that you command the most of the defined units. These units can be any player-controlled unit available in the game. This condition compares all players in the game, including neutral and rescuable units.

COMMAND THE MOST AT

Similar to the Command the Most, this condition compares the number of units at a specific location. The location can be restricted to certain elevations.  For more information, see Creating Locations.

COUNTDOWN TIMER

This condition checks the time remaining on the countdown timer.  Note:  Unless a trigger has set the countdown timer, it equals zero seconds.

DEATHS

Gives you the ability to create actions that are launched when a player has suffered a specific number of deaths of any of the units in the game.

ELAPSED TIME

This condition allows you to create triggers that occur after a specified number of game seconds have passed since the start of the scenario.

HIGHEST SCORE

This condition is considered true if the trigger’s owner has the highest Score. Note that if this is used as the only condition in a trigger, it will activate immediately at the start of the scenario, since all players will be tied for the highest score.

KILL

This condition tracks total kills by unit type.  Thus, the condition “Player 1 kills 1 or more any units” is true for the rest of the game once Player 1 kills a unit.

LEAST KILLS

This condition is considered true if the trigger’s owner has the least kills of the specified Unit.

LEAST RESOURCES

Similar to Least Kills, this condition is considered true if the trigger’s owner has the least of the specified resource. Note that Least Resources checks all players, including neutral, computer controlled and rescuable players.

LOWEST SCORE

This condition evaluates the current Score and is considered true if the current player has the lowest or is tied for the lowest score. Lowest Score checks all players, including neutral and rescuable players.

MOST KILLS

This condition is considered true if the trigger’s owner has the most kills of the specified Unit.

MOST RESOURCES

Similar to Most Kills, this condition is considered true if the trigger’s owner has the most of the specified resource.

NEVER

The Never condition can be used to temporarily disable actions for testing. A trigger with the Never condition will not activate at any point.

OPPONENTS

This condition evaluates how many of the players are opponents of the trigger owner.  By default, all of the other players are considered opponents.  A player does not count as an opponent if either of the following conditions are met:

•	The player has been defeated.  This condition only counts players that are still in the game.

•	The player is set for allied victory with the trigger owner, AND the player is set for allied victory with all other players set for allied victory with the trigger owner.  (The enemy of an ally is still an enemy.)

As a result, if opponents equals zero, all of remaining players are set for allied victory with each other. Use this condition with the Victory action to create a scenario that allows for allied victory.

SCORE

This condition allows you to analyze a player’s current Score and perform actions based on the value. You can reference any of the individual scoring types from score.

SWITCH

This allows you to test against a switch value. Switches are on/off values that can be set with an action. Switches can be used to keep track of which triggers have been activated, to disable or enable certain triggers or to link multiple triggers together.  You may also rename switches from this dialog box.


Triggers: Action Details

The following section explains each of the actions.

CENTER VIEW

This will cause the affected player’s view to center on the location specified. Note that this action will not occur during a paused game, and it has no affect on computer-controlled players. No other action in the trigger will function until the screen has recentered.

COMMENT

If this action exists in a trigger, and is enabled, whatever text is listed in the text field will be displayed in the trigger text.  If you disable this action, the normal trigger text will be displayed.

CREATE UNITS

This action creates the specified number of units at the specified Location. If a unit is created ‘Anywhere’, it will appear in the center of the map. This action will not function while the game is paused.

Keep in mind that when the conditions are successfully met, the unit(s) will be created for each player that owns the trigger. For example, if All Players own a trigger that creates a Terran Marine for Player 1, and the conditions of the trigger are true for four of the players, Player 1 will get 4 Marines.

CREATE UNITS WITH PROPERTIES

This action works just like Create Unit, except that you can customize the properties of the newly created unit(s). For more information on customizing units, see the Player Properties section.

DEFEAT

This will end the scenario in defeat for the affected players. Any other players in the game will continue.

DISPLAY TEXT MESSAGE

Displays a specific text message to each owner of the condition. Text messages will only appear if the affected player has Subtitles turned on in the Starcraft Sound Options Menu or if the Always Display option is checked for the action.

DRAW

This will end the scenario in a draw for the affected players.  Any other players in the game will continue.

GIVE UNITS TO PLAYER

This action allows you to transfer units from one player to another.

KILL UNIT

This action kills all units of a particular type for the player specified. This action has no effect while the game is paused.

KILL UNITS AT LOCATION

Similar to the ‘Kill Unit’ action, the ‘Kill Unit at Location’ action gives you the ability to kill a specified number of units of a particular type belonging to a certain player at the specified Location. This action will not function while the game is paused.

LEADER BOARD (CONTROL AT LOCATION)

This will display the Leader Board to all players based on who controls the most of a particular unit type at a Location defined on the map.

LEADER BOARD (CONTROL)

This will display the Leader Board to all players based on who controls the most of a particular unit in the scenario.

LEADER BOARD (GREED)

This will display the Leader Board to all players based on who is closest to reaching the goal of accumulating the most ore and gas.

LEADER BOARD (KILLS)

This will display the Leader Board to all players based on who has the most kills in the scenario.

LEADER BOARD (POINTS)

This will display the Leader Board to all players based on who has the most points.

LEADER BOARD (RESOURCES)

This will display the Leader Board to all players based on who has the most resources.

LEADER BOARD GOAL (CONTROL AT LOCATION)

This will display the Leader Board to all players based on the amount of units controlled at a certain Location that are required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD GOAL (CONTROL)

This will display the Leader Board to all players based on the amount of units controlled on the map that are required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD GOAL (KILLS)

This will display the Leader Board to all players based on who have the most kills required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD GOAL (POINTS)

This will display the Leader Board to all players based on who have the most points required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD GOAL (RESOURCES)

This will display the Leader Board to all players based on who have the most resources required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD COMPUTER PLAYERS

This action allows you to specify whether neutral, rescue and computer controlled players will be included in the leader board calculations. By default, all computer players are included in the tally.

MINIMAP PING

This sends out a ‘ping’ on the mini map at the specified location. This can be used to draw attention to a particular spot or to track a moving location. Note that pressing the spacebar in the game after receiving the ping will not center your screen on the ping Location. Only transmissions allow you to jump to a different location with the spacebar.

MODIFY UNIT ENERGY

This action will modify the specified unit(s) spell-casting energy.  The energy will be changed based on the percentage specified in the action trigger.

MODIFY UNIT HANGAR COUNT

This action will modify the contents of a unit(s) hangar.  For example, this will allow you to add 5 additional Interceptors to the Carrier’s hangar.

MODIFY UNIT HIT POINTS

This action will modify the specified unit(s) hit points.  The hit points will be changed based on the percentage specified in the action trigger.

MODIFY UNIT RESOURCES

This action allows you to modify the amount of resources contained in the various mineral stores.  For example, you could modify a Vespene Geyser so that it had 0 resources if you desire.

MODIFY UNIT SHIELD POINTS

This action will modify the specified unit(s) shield points.  The shield points will be changed based on the percentage specified in the action trigger.

MOVE LOCATION

This action will center a Location on a unit. In addition to choosing a location to move, you must specify a search location. The Action will ignore any units outside the search location.  If no unit is found, the Location will move to the center of the search location. You can combine this Action with Center View to center the screen on a particular unit.

MOVE UNITS

This action will teleport a specified number of units (or unit) from one Location to another.

MUTE UNIT SPEECH

This action will mute unit speech and set to half-volume all sound effects that the game normally produces, including music and combat sounds. This is particularly useful when you are playing a Transmission Action or any time you want to make sure a triggered sound is heard clearly.

ORDER

This action allows you to issue orders through a trigger to a unit (or units) that will change their behavior in a scenario.  The different orders are attack, move and patrol.  For a list of what these orders do, please see the program documentation.

PAUSE GAME

This action will put the game in a pause state. If a matching Unpause Game is not found, the program automatically unpauses the game when the current trigger is finished. Note that pause game has no effect in multiplayer scenarios or against computer controlled players.

PAUSE TIMER

This action will put the countdown timer in a pause state.

PLAY WAV

This will play a WAV file for the trigger’s owner. For more information on importing .WAV files, see the Working with .WAV Files section.

PRESERVE TRIGGER

Normally, a trigger will only run once for each owner. Triggers automatically disable themselves once they run through all of their actions, unless the Preserve Trigger action is present. If you want a trigger to remain in effect throughout the scenario, add the Preserve Trigger action to its action list.

REMOVE UNIT

Remove Unit works just like Kill Unit, except that the affected units will simply disappear without actually dying. This action has no effect while the game is paused.

REMOVE UNITS AT LOCATION

This action works just like Remove Unit.  In addition, you may specify a location and a quantity of units that the action will affect.  It has no effect on a paused game.

RUN AI SCRIPT

This instructs the specified computer-controlled players to use a certain AI script. The AI script determines the overall aggressiveness and effectiveness of the computer player, and by changing the AI script during the scenario, you can effectively handicap the scenario. For a listing of the AI scripts that are available in the campaign editor, see the AI Script Listing.

RUN AI SCRIPT AT LOCATION

Identical to Run AI Script but specifies a location to run the script at. Certain scripts are designed specifically to target a Location.  For a listing of the AI scripts that are available in the campaign editor, see the AI Script Listing.

SET ALLIANCE STATUS

This allows you to set the value of the affected players’ alliance status.

SET COUNTDOWN TIMER

This allows you to set a countdown timer, in game seconds, which will appear at the top of the game screen and count down automatically. There is one countdown timer shared by all players.  Any time the countdown timer is not equal to zero, it is displayed to all players.

You can also use this action to add or subtract time from the countdown timer.

SET DEATHS

This will set the death counter of a particular unit, for the specified player, to a value listed in the action.

SET DOODAD STATE

The Installation tileset contains several doodads that can be enabled or disabled. The doors and concealed turrets can be set to start in one state or another by double clicking on them in the main window, but this action allows you to change their state during the course of the scenario. A location must be drawn around the doodads that you wish to affect with this action.

Enabling a door closes it, and enabling a turret causes it to activate and attack any enemies of the trigger owner.

SET INVINCIBILITY

This action makes the specified unit or units Invincible. Invincible units cannot be targeted or attacked, and take no damage.

SET MISSION OBJECTIVES

Changes the mission objectives text to something other than what was defined at the outset of the level. While this doesn’t actually change the victory or defeat conditions for the scenario, it can be used to notify the players of changes to the scenario’s objectives.

SET NEXT SCENARIO

This trigger offers the ability to link multiple user-created maps together to form one large campaign. To do so, choose this trigger, and click on the scenario option that is listed. This gives you the ability to select a previously designed map, and link it to this level. Note that this is a single player feature only. For more information on setting the next scenario, see the Creating a Campaign.

SET RESOURCES

The set resources action allows you to increase, decrease, or set the amount of resources that a player has.

SET SCORE

The set score action lets you the increase, decrease, or set the number of points that a player currently has.

SET SWITCH

The set switch action can be used to:

•	Set a switch to its set position.

•	Clear a switch to its cleared position.

•	Toggle a switch: if a switch is cleared, it becomes set; if it is set, it becomes cleared.

•	Randomly choose between the set or cleared position.

You may also modify the switch names from this dialog box.

TALKING PORTRAIT

This will show the unit picture of your choice in the unit window in the game screen for the specified amount of time.

TRANSMISSION

A transmission is a combination of several different actions. First, you need to specify which unit at a location you want to send the transmission. This unit’s portrait will be displayed for the duration of the transmission. You then need to select a WAV file to play, how long to animate the unit portrait, and what text message to display for players that have Subtitles turned on. The player receiving the transmission will receive a minimap ping when the transmission starts, and can press the space bar to center their screen on the unit sending the transmission.

Note that this action has no effect on computer players, and it will prevent any other action (in the same trigger) from resuming until it has finished.

UNMUTE UNIT SPEECH

This action sets the sound effects for the game back to their original state.

UNPAUSE GAME

This action resumes the game from a paused session. Note that this has no effect in multiplayer maps and will not effect any computer opponents in single player maps.

UNPAUSE TIMER

This action will resume the timer from a paused session.

VICTORY

The game ends in victory for the trigger’s owner.  Any players who are not executing a victory action are defeated.

WAIT

The wait action is used to delay other actions for the specified number of milliseconds.  Because it is a blocking action, no other actions in the same trigger and no other blocking actions in other triggers will activate until it is done. For a list of blocking actions, see Triggers: Guidelines.


Triggers: AI Scripts

The Campaign Editor offers a variety of AI scripts that can be used to alter the computer behavior in a “Use Map Settings” game. These scripts, when applied correctly, give you the ability to dynamically alter the behavior of the computer AI. Note that by default, computer controlled players defend themselves but do not build or attack unless assigned an AI script. In other Game Types, the computer AI defaults to the Custom Level script appropriate for its species.

Scripts available in Run AI Script:

Send all Units on Strategic Suicide Missions – All computer units will mass and attack one target at a time until all enemy structures and units are dead.

Send all Units on Random Suicide Missions – All computer units will choose random targets and attack anything that they see.

Switch Computer Player to Rescuable – The computer town will become a rescuable area, and the player(s) in the campaign can gain control of all available units and/or structures.

Scripts available in Run AI Script At Location:

Any scripts marked with [Expansion] prior to their names have two selections.  One selection will be with the [Expansion] predicate, the other without.  If you choose a script that has the [Expansion] predicate, the AI will utilize the new units that have been included in Brood War.

[Expansion] Terran Custom Level – The computer will build a town, expand that town, and attack any enemies that it encounters on the map.

[Expansion] Zerg Custom Level – The computer will build a town, expand that town, and attack any enemies that it encounters on the map.

[Expansion] Protoss Custom Level – The computer will build a town, expand that town, and attack any enemies that it encounters on the map.

[Expansion] Terran Campaign Easy – The computer will only build basic units (Goliaths, non-cloaking Wraiths, non siege-mode Tanks, etc.)

[Expansion] Terran Campaign Medium – The computer will build all basic units, and research the basic level technologies. Science vessels and “nukes” are not researched.

[Expansion] Terran Campaign Difficult – The computer will build all units with all research abilities.

[Expansion] Terran Campaign Insane – The computer will build all units and research abilities.  After doing so, the computer will school you in the art of playing Starcraft.

[Expansion] Terran Campaign Area Town – The computer will harvest only, no attack. This is useful for “mining” bases.

[Expansion] Zerg Campaign Easy – The computer will build all basic units (Mutalisks, Zergling, etc.)

[Expansion] Zerg Campaign Medium – The computer will build all basic units, and research the basic level technologies. The computer will continue to research until the Ultralisk unit can be produced.

[Expansion] Zerg Campaign Difficult – The computer will build all units, and research all technologies.

[Expansion] Zerg Campaign Insane – The computer will build all units, and research all technologies. After doing so, the computer will school you in the art of playing Starcraft.

[Expansion] Zerg Campaign Area Town – The computer will harvest only, no attack. This is useful for “mining” bases.

[Expansion] Protoss Campaign Easy – The computer will build all basic units (until the Scout units can be produced.)

[Expansion] Protoss Campaign Medium – The computer will build all basic units, and research the basic technology tree (stopping at the Carrier units.)

[Expansion] Protoss Campaign Difficult – The computer will build all units, and research all technologies.

[Expansion] Protoss Campaign Insane – The computer will build all units, and research all technologies.  After doing so, the computer will school you in the art of playing Starcraft.

[Expansion] Protoss Campaign Area Town – The computer will harvest only, no attack. This is useful for “mining” bases.

Set Player To Enemy – This will make all units within a selected region enemies with the player processing the trigger.

Set Player To Ally – This will make all units within a selected region allies with the player processing the trigger.

Value this Area Higher – This will set a region as “important” to the computer AI. After this has been processed, the computer will send forces to this region to defend it.

Enter Closest Bunker – All units within the region specified will enter the closest bunker, as long as a bunker is available for them to enter.

Enter Transport – All units within the region specified will enter the closest transport, as long as a transport is available for them to enter.

Exit Transport – All units within a transport in the region specified exit that transport.

With the exception of Area Town scripts, only one Campaign AI script should be run for each player.  Each Campaign AI Script is associated with a Location. This Location must be centered near a source of Minerals and a source of Vespene Gas.

Campaign AI scripts are designed to start with an advantage over the player in initial resources and units. They will attempt to wear down players over time. They do not expand aggressively and perform best if supplied with enough starting resources to build through the technology tree (roughly 6000 each of gas and minerals).

Custom AI scripts are designed to start with the same resources as other players. They expand to gain new resources and attack players aggressively. Only one Custom AI script should be run for each player. They should not be used with Campaign AI scripts.


Scenario Walkthrough

This walkthrough will lead you through the process of creating a simple, two-player map. At the end of the tutorial, you should have a basic understanding of Starcraft maps and the tools used to create them.

Follow each step carefully. If you make a mistake at any time, go to the Edit menu and select Undo.

Begin


Step 1: Starting a New Map

From the File menu, select New. A New Scenario dialog will appear.

In the dialog box, under the Scenario Size section, you will see a pull-down menu for Width. Select 64 as your Width. Since the Square Map checkbox is enabled, the Height control automatically updates to match your selection for Width.

Next, under the Scenario Type section, select Space Platform as your tileset from the Tileset list. A tileset consists of a themed set of terrain types that can be used to make a map. The Space Platform tileset contains man-made metal platforms and starry space.

In the Default Terrain list, select Space. Default Terrain is the terrain type that will fill the map when it is first created.

Finally, click the OK button.

After a moment, you will see the main window appear. It will be completely black, since we have chosen Space as our Default Terrain. You can start creating space platforms in the next section.

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Step 2: Laying out the Terrain

Take a look at the mini map in the upper left portion of the editor. The mini map shows you the entire surface of the map. Notice the white rectangle at the upper left corner of the mini map. This rectangle indicates what part of the map is shown in the main window. Right now, both the mini map and the main window are black. This is because we  chose Space as our Default Terrain in the previous section.

For our example, we want to create two space platforms at opposite ends of the map. Before we can do so, we need to select a terrain brush. At the left edge of the editor, below the mini map, is the Tool Tree.

Under the Space Platform Terrain folder of the Tool Tree, select Platform. Your brush should now be set to paint solid platforms, hovering in space.

In the main window, left-click and drag with the green, diamond-shaped terrain brush to lay down some Platform tiles. Lay down enough tiles to fill about half the window.  Notice that the mini map updates the upper left corner of the map to show the new platform tiles you have created.

Next, you will create a platform in the lower right of the map. You can use the scrollbars in the Main Window to take you there, but there is also a shortcut:

In the mini map, left-click on the lower right corner of the map.  Your view has jumped to a new area in the main window, and the white rectangle in the mini map is now located in the lower right corner of the map. This is where you want to draw the second platform.

In the main window, paint about half the screen with platform tiles. Looking at the mini map, you should now have two platforms located at opposite corners of the map.

Finally, you will connect these two locations. For variety, try a different type of space platform.

From the Tool Tree, under the Space Platform Terrain folder, select Dark Platform. Your brush is now set to paint with the Dark Platform terrain type.

In the main window, click and drag to draw a line from the space platform towards the first platform located in the upper-left corner. Notice that as you reach the edge of the screen, the screen scrolls to keep up with your drawing. You can see where you are going by watching the mini map. Once you have reached the first platform, stop.

You have just finished laying out the terrain for our two-person Starcraft map. You have learned to use terrain brushes, the mini map and the drawing tools. In the next section, you will place resources on your map.

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Step 3: Providing Resources

You will need to provide resources for players to gather during the game. Like terrain, you use brushes to place resources on the map. Resources are considered units and can be found under the Neutral Units folder of the Tool Tree. This time, however, you will learn how to pick brushes from an alternative to the Tool Tree, the Brush Palette.

From the Window menu, choose New Brush Palette. A floating palette will appear containing a pull-down menu and several icons.

Near the top of the Brush Palette, choose Resources from the pull-down menu. The palette icons will change to display three icons of mineral resources and one of a vespene geyser.

Select the vespene geyser icon. Your brush is now set to place a vespene geyser.

At the upper-left of the map, in the main window, left-click once to place a single vespene geyser somewhere on the surface of the platform.

From the Brush Palette, choose one of the mineral icons. All three types of Mineral Fields are identical in function.  There are three types to provide graphical variety.

On the same platform, place seven mineral deposits nearby the geyser. You now have a complete set of resources for a single player. Scroll or use the mini map to reach the opposite corner of the map and repeat placing the geyser and minerals for the second player’s platform.

Both players now have their own platforms complete with resources. You have learned to use the Brush Palette as an alternative to the Tool Tree, and you can select and place resources on the map. In the next section, we will complete our map by selecting Start Locations for our players.

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Step 4: Placing Start Locations

Each player in Starcraft requires a Start Location.

From the Tool Tree, under the Player 1 folder, select the Start Location brush from its folder. Your cursor now takes on the shape of the Start Location marker.

Scroll or use the mini map to jump to the upper left corner of the map. Place the first Player’s Start Location nearby the minerals and geysers. Notice that the cursor changes color as it roams over the resources. When the cursor is red, or partially red, you cannot place the item in that location. The cursor needs to be completely green in order to place the Start Location. You will find that the Start Location needs to be placed at least three tiles away from any minerals or geysers.

You may also use the Brush Palette to select Start Locations.

The Tool Tree has separate folders for each player, but the Brush Palette only refers to the current player. Since Start Locations are specific to each player, we need to switch the current player to Player 2.

From the Player menu, select Player 2. The Brush Palette now correctly refers to Player 2.

From the Brush Palette’s pull-down menu, choose Start Location and select its icon.

Scroll or use the mini map to jump to the lower right corner of the map, and place a Start Location for Player 2.

You have learned how to set the active player and place Start Locations for each player in the game. In the next section, you will spend time using your new knowledge to enhance and decorate your map.

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Step 5: Enhancing the Map

You now have two platforms for players and a bridge between them. Now is the time to enhance the map.

Explore the various other terrain types. Lay down some more terrain. Create and connect more platforms. Experiment with different elevations and looks. If you even make a mistake, just go to the Edit menu and select Undo.

Place additional resources on the map. Players often need to expand past their first colony and need resources to do so.

When you are satisfied with the general layout of your map, spice up terrain with Doodads such as ramps, solar collectors and other interesting objects.

When you are done, it is time to save and play your map in Starcraft.

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Step 6: Saving and Playing the Map

From the File menu, select Save. A save dialog box will appear.

The editor defaults to saving maps in the Starcraft Maps directory. You must save your maps to this directory in order to load them from the game.

Make sure you are in the Starcraft Maps directory, type in a name for your map, and then press Save.

Your map is now ready to be played in Starcraft. Exit the Campaign Editor and run Starcraft.

Choose Play Custom from the Starcraft single player Campaign Screen. A load screen with a view of the Maps directory will appear.

Choose your map from the list. In the display just below the file list, you will see slots for two players. The first slot will be for you, the human player, and the second will be for the computer.

Click OK. After a moment, you will be in the game.

Notice that you start with a colony center and four workers, even though you never placed any units on your map. In all Game Types except “Use Map Settings”, Starcraft automatically creates four workers and a colony center at the start location for each player.

That concludes the tutorial. You now have the basic skills for creating maps and playing them in Starcraft.

Map Building Tips

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Map Building Tips

•	Every map in Starcraft must have at least two active players with starting locations somewhere on the map. For more information, see Saving a Map.

•	Select your Default Terrain carefully when creating a new map. Selecting a Default Terrain that matches the majority of the map’s terrain type can save you time and effort.

•	When creating a new map, uncheck the Square Map checkbox if you want the map to have different values for height and width.

•	Most tilesets provide three levels of elevation.  Maps that make use of multiple elevations are usually more interesting than those that do not.

•	Use different terrain types to add detail and variety to your map. You can also use Doodads to place unique features such as ramps.

•	When creating mineral fields, use all three types to make your fields look more natural and interesting.

•	A good number for mineral fields is eight per player. This provides the best balance for most games.

•	Place only one vespene geyser near each player. This provides plenty of gas for each player.

•	Place minerals and gas close to each other, so that players can mine them efficiently from the same colony center.

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Trigger Tutorial

This tutorial will teach you the basics of using triggers in Starcraft maps.  Each step presents you with a screenshot of the state of the Trigger dialog annotated with information. By clicking through the screens, you will simulate moving through the Trigger wizard to create a trigger that allows the first player with twenty-five kills to win the game.

Begin


Trigger Tutorial: Step One

From the Scenario menu, select Triggers.

This dialog is the first screen of the Trigger wizard. The Trigger wizard walks you through the creation of a trigger, step-by-step. It confirms that you have entered all the proper information, and that the information is complete, before advancing to the next step.

Note: Clicking on any of the buttons or fields in this graphic will display helpful information on its purpose.

To step through this tutorial, perform the actions specified under the Step sections, or simply click on the next page and previous links found at the bottom of each page.

STEP: Click on the New button.

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Trigger Tutorial: Step Two

Triggers can apply to specific players and forces, or to all players.  During the game, Starcraft looks at each player in turn, evaluating all triggers associated with that player.

This part of the Trigger wizard allows you to associate Triggers with players and forces by checking their checkboxes. You may associate a trigger with more than one player, or assign a trigger to everybody by enabling the All Players checkbox.

When you assign a trigger to a force, that trigger is evaluated for all players on that force. See Forces for more information.

For our example, we will assign the trigger to all players in the game, since we want the victory condition to be the same for everyone.

STEP: Click on the All Players checkbox.

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Trigger Tutorial: Step Three

You will notice that the All Players checkbox is now enabled.

STEP: Click the Next button.

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Trigger Tutorial: Step Four

A Trigger is composed of a condition and an action. Starcraft periodically checks to see if events in the game fulfill a condition. If so, the trigger’s action is performed on the current player.

This is the step where you must define the condition for the trigger. We want to create a trigger that checks to see if any player has made five or more kills. If so, then we want that player to win.

STEP: Click New to create a new condition.

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Trigger Tutorial: Step Five

Starcraft provides you with a list of conditions to choose from in the pull-down menu located at the top of this dialog.

When you select a condition, the full text of the condition appears in the box just below the pull-down menu. The text of the condition describes, in plain English, what that condition will be looking for in the game.

STEP: Open the pull-down menu by clicking on its arrow.

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Trigger Tutorial: Step Six

Choose the KILL condition from the pull-down menu.

STEP: Click on the KILL condition.

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Trigger Tutorial: Step Seven

The text of the KILL condition appears in the box above.

The initial text of the condition is generic. It is just there to get you started. You need to replace each underlined portion of the condition with the appropriate information before proceeding. In our case, we will start by changing the “player” field to refer to a specific player.

STEP: Click on the Player field of the condition text.

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Trigger Tutorial: Step Eight

A small dialog box appears, allowing you to select a player from the pull-down menu.

The condition will be evaluated for the player specified in the “Player” field.

STEP: Open the pull-down menu by clicking on its arrow.

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Trigger Tutorial: Step Nine

In our example, we have chosen to check if Current Player has killed any units.

STEP: Click the Current Player selection.

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Trigger Tutorial: Step Ten

This will use the Current Player type for the Trigger evaluation.

STEP: Click the OK button.

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Trigger Tutorial: Step Eleven

Notice that “Player” has been updated to reflect your choice of Current Player.

Now you will want to change the “number” field to the number of units that need to be killed for a victory.

STEP: Click on the Quantity field of the condition text.

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Trigger Tutorial: Step Twelve

A dialog appears allowing you to set a specified number, and whether to test for more or fewer of that number.

You may enter any value in the number field ranging between 1 and 999,999,999.

STEP: Click on the Number box to specify the number value.

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Trigger Tutorial: Step Thirteen

There are two ways to modify the number field:

•	Type in the number

•	Use the up and down arrows next to the number field to increment or decrement the number.

The example’s entered value is “25 or more”, since we are checking for 25 or more units killed.

STEP: Click OK to enter this value into the condition.

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Trigger Tutorial: Step Fourteen

Notice that the number field has been updated to show “25 or more” units.

Now we must specify the type of units that we want to count towards our condition.

STEP: Click on the Units field.

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Trigger Tutorial: Step Fifteen

This dialog allows you to specify the class of units that this condition will track.

Players should win when they have destroyed five of any units, so “Any Unit” is the radio button selected. From the choices displayed, this could have easily been five buildings, or factories, or any specific unit in the game.

STEP: Click OK.

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Trigger Tutorial: Step Sixteen

Now the condition statement is complete. You can return to this section at any time to modify these values.

STEP: Click OK.

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Trigger Tutorial: Step Seventeen

After defining the condition, we are back at the main condition screen. The condition has been updated to reflect our custom values, and the checkbox next to it shows the condition is active.

Using the checkboxes, you can turn conditions on and off for triggers. You may also create up to 64 additional conditions for this trigger.

STEP: Click Next.

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Trigger Tutorial: Step Eighteen

This is where we define actions for the trigger. Actions are activated whenever the conditions for a trigger have been satisfied.

You can specify multiple actions for each trigger. Right now, there are none.

STEP: Click New to create a new action.

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Trigger Tutorial: Step Nineteen

The dialog for creating an action is almost identical to the one for creating a condition.

STEP: Click on the arrow to open the pull-down menu.

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Trigger Tutorial: Step Twenty

The dialog displays a list of actions to choose from. We want our players to win as a result of killing twenty-five or more units, so we choose VICTORY as the action.

STEP: Click on the VICTORY action.

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Trigger Tutorial: Step Twenty-One

The Victory condition has no values to customize, so we are finished here.

STEP: Click OK.

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Trigger Tutorial: Step Twenty-Two

The action now appears in the action list for the trigger.

You can have up to 64 actions. The actions will execute in the order they are listed. You can move actions up or down the list using the Move Up and Move Down buttons. You may also copy and delete actions.

STEP: Click Finish.

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Trigger Tutorial: Conclusion

You have just finished your first Trigger. From here, you can add more triggers or exit the Trigger wizard.

Some tips for handling Triggers:

•	Good planning prior to entering your triggers will help things go smoothly. Think about the victory and defeat conditions for your map, and what special rules you may want to enforce.

•	Keep a record of your triggers. Write them down as you along. It is far easier to refer to your notes than it is to dig through the editor for all your triggers.

•	Keep all sides balanced. Victory and defeat conditions can be different for each player, but be careful not to make one side’s task easier than the others.

Use forces when designing maps with triggers. Forces are a useful way to organize and streamline your triggers.

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