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Staredit Network -> StarForge -> StarForge FAQ
Report, edit, etc...Posted by Clokr_ on 2005-02-11 at 07:51:27
How do the StarForge Triggers work?
- For a StarForge trigger tutorial go here. If you have one question that is not answered in that tutorial, or you don't understand something just make a new topic about it.

Can StarForge mix two tilesets?
- No, that's impossible without modding the StarCraft data files (wich wouldn't work over if any of the players is not playing with the same mod).

What are sprites?
- There are two main type of sprites, "pure-sprites" or just "sprites" and "sprite-units".

The pure-sprites are used by StarCraft to display the section of the doodads where the units walk below it (like trees and such). They doesn't affect the units and they can't be detected by triggers, they are as inactive as the terrain with the differences that some of them have animations and that the units can walk behind them.
StarForge lets you place the sprites of all the tilesets plus some extra sprites (like buildings/units/spells/etc) in any map. To place them go to the 'sprites' layer in StarForge and click the button "Unit" to go to the pure-sprites mode (the button should have the text "sprite").
NOTE: Some of the sprites might crash the game. Most of the ones that crash are listed under the 'Crashes StarCraft' folder.

The unit-sprites are used by StarCraft to display those doodads that work as units (they where made for the installation traps). They work as normal units: they can be killed, detected by triggers, receive orders from its owner, etc. However, there are small differences between an unit and a sprite-unit. One of them is how HP is calculated. For a further reference go here. Another difference is that they can be disabled from the start of the game, without using the 'Set Doodad State' trigger active. To do so just enabled the 'Disabled' flag in the properties window.
To place them using StarForge go to the 'sprites' layer and click on the button if its text is "Sprite" (it should have the text "Unit").
NOTE: If an unit crashes SC its sprite-unit will crash it too. Also some disabled sprite-units crash SC too.
NOTE2: Some disabled sprite-units might have a weird look, like unfinished buildings.

NOTE: The difference between a pure-sprite and a sprite-unit is just the flag 'Draw as sprite'. If it is set, it'll be a pure-sprite, else it'll be a sprite-unit.

What happens if my trigger looks like this:

Display text("Marine: " Drink A Beer"
*Drinks*", 4);

Would the two " ", interfere with the ones separating it in the trigger?

Yes, that's what escape characters are for. To include a character that would otherwise conflict with the string parsing, you need to precede it with a backslash (\). To include an actual backslash, you write a double backslash (\\).

So for your example, the trigger would need to look like the following:

Display text("Marine: \" Drink A Beer\"
*Drinks*", 4);

How do I set damage of the goliath and tank units (and its heroes)?
- Those units in SC are two units combined: a base unit and a turret unit. The base walks and the turret attacks. When you place them in a map you'll have to place the base (the turret will crash SC). However to change the attack you'll have to change the turret attack properties, since is the turret what attacks and not the base.

How do I use the array placer?
The array placer can be used to place a perfectly spaced rectangle or ellipse of units or sprites on the map. To use it, select a unit or sprite from the treeview, then right-click twice on the map window (so the popup menu comes up). Then select "Array."

If you want to make a rectangle, click the "Rectangle" tab. If you want to make an ellipse, click the "Polar" tab.

For both modes, you need to set the center of the array. This can be done in either grid coordinates or pixels, measured from the top left corner of the map.

For rectangular mode, set the number of columns and rows you'd like, and how many pixels between each column and row. If you want the interior of the rectangle filled, click the "Filled" checkbox. Otherwise the array placer will make the outline of a rectangle. Click OK.

For polar mode, set the total number of objects you want along the outer rim of the ellipse. Then set the length of the ellipse along the X axis and Y axis, in pixels. If you want a circle, set these to the same value. Phase will adjust the rotation of the objects along the ellipse, in degrees. This will only be noticable with a relatively low object count. Click OK.
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