A lot of these are in the tips.txt file in the starforge directory that I'm sure everyone has read, but some of them aren't. You're welcome to post anything I forgot...
Switch players quickly
Press the number keys at the top of the keyboard to set the current player to player 1-9.
Press the 'p' key on the keyboard to set the focus to the player box so that you can type in a number if it's greater than 9.
Moving already-placed units or sprites
When units or sprites are selected, use the arrow keys to move them one pixel at a time.
Scrolling with keys
Use the 8, 4, 6, and 2 keys on the number pad (remember num lock!) to scroll the map in any direction.
Unit stacking
To stack a unit such as a mineral block, select it and right-click, then select stack.
Grid options
Everything about the grid - spacing, offset, and color - can be edited in the grid settings window. Press ctrl-shift-g or edit->grid settings to do this.
Grid snap
Locations, units, and sprites can be snapped to grid. There's a toolbar button to toggle this on and off, or just press F4.
Array placement
Starforge has a tool to place units or sprites in a perfect ellipse or rectangle pattern. Click the unit or sprite you wish to use in the treeview, then right-click twice in the map area until the menu pops up. Select Array.
Strings
The string table editor (scenario->Strings or click the "ab.." button on the toolbar) previews each string in the context that it appears in in the map. It accurately previews color and up to one alignment mark. You can filter the string list by where the string is used. If you double-click on an item in the usage list it will take you to that editor. For example, if the string is used in a trigger, it will open that trigger in the trigger editor. If the string is used in a location, it opens the location properties for that location.
Locations
When in the location layer, a list of locations in the map appears in the sidebar. Clicking on an item in this list is identical to clicking on it in the map. This is useful if several locations are stacked on top of each other. Also, pressing delete after clicking an item in the list deletes the location, and double-clicking an item in the list or pressing enter after selecting an item opens that location's properties.
Clicking the "Show locations" button will show locations even when in other layers (but they won't get in the way of your clicking).
Player settings
When setting player colors and races, you can select multiple players at the same time by dragging or shift- or control-clicking.
All settings windows
You can copy and paste settings for any individual item by clicking the copy and paste buttons or pressing control-c and control-v.
You can save the current settings (this saves players, units, and tech settings in separate files) to a file to load into another map by pressing ctrl-s or clicking the save button.
Terrain layer
Recently used tiles from the master palette are placed below the terrain brush options panel. You can select tiles from here as if it was the master palette.
Pressing + or - (next to backspace) will increase or decrease the size of the brush by 1 in both directions.
It's possible (and useful) to have an isometric brush with a width or height of 0.
You can determine what a particular tile is by selecting it, right-clicking, and select "Select from master."
Custom brushes
You can create a brush out of already-existing terrain by selecting it, right-clicking, and selecting "Create brush."
Right-clicking on a tile in a custom brush will make that tile transparent, so it does not affect tiles underneath it when it is placed.
Custom brushes are editable - simply click on a terrain type or a tile in the master palette or recent tile palette and then click on the image of the brush to place it. Tiles from the normal terrain palette will be randomized from that tilegroup according to the current clutter setting when the brush is placed. This is denoted by a green "R" in the top corner.
Change unit/upgrade/tech/sprite trees
Open the Starforge data folder and change the appropriate .lst file (just open it with notepad). Pound signs (#) mark folders, and double-pound signs (##) mark the end of a folder. The file must end with a triple-pound (###). The number before the colon is the ID of that object. Folder names and IDs must be unique.
Change trigger function names
Open the Starforge data folder and change the appropriate .lst file (actions, briefings, or conditions). Here's how to change PreserveTrigger into PT:
Open actions.lst. Find the line Action PreserveTrigger() and change "PreserveTrigger" to "PT." The new line should look like Action PT().
Enter Trigger Parameters Numerically
If you'd like to use numbers instead of parameter aliases, you can change the actions.lst or conditions.lst files to enable this. When you see something like "Unit Unit," the first word is the parameter type and the second is the name. If you change the first word to "Number," the parameter will be numeric.
Example:
Change "Action MinimapPing(Location Where)" to "Action MinimapPing(Number Where)" to let you type the index of the location instead of the location name for this action.
Wow, some of those are actually pretty useful. I'll have to remember some of those.
Wow cool thanks I didn't know how to scroll, and that REALLY ticked me off. Thanks!
Bumping for new tips:
Change unit/upgrade/tech/ability/sprite trees
Open the Starforge data folder and change the appropriate .lst file (just open it with notepad). Pound signs (#) mark folders, and double-pound signs (##) mark the end of a folder. The file must end with a triple-pound (###). The number before the colon is the ID of that object. Folder names and IDs must be unique.
Change trigger function names
Open the Starforge data folder and change the appropriate .lst file (actions, briefings, or conditions). Here's how to change PreserveTrigger into PT:
Open actions.lst. Find the line Action PreserveTrigger() and change "PreserveTrigger" to "PT." The new line should look like Action PT().
QUOTE(Heimdal @ Apr 9 2005, 04:09 PM)
Change trigger function names
Open the Starforge data folder and change the appropriate .lst file (actions, briefings, or conditions). Here's how to change PreserveTrigger into PT:
Open actions.lst. Find the line Action PreserveTrigger() and change "PreserveTrigger" to "PT." The new line should look like Action PT().
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Now THAT is very useful, and VERY helpful for a map maker like me (the lazy kind...). Thank you Heimdal!
Very useful list indeed
. Keep up the excellent work Heimdal
.
QUOTE(Heimdal @ Mar 22 2005, 01:48 AM)
Scrolling with keys
Use the 8, 4, 6, and 2 keys on the number pad (remember num lock!) to scroll the map in any direction.
Personally, I hate this feature. I go to input numbers into my brush sizes and it keeps scrolling the map.
man do i wish i knew this ealier.
1000 starforge post!
What Moose said.
Is there any .lst file we can use to disable that?
And for scrolling, I prefer 8,5,4,6 like the arrow keys.
Just a suggestion.
I know a tip!
If you want to change a unit to something else (like an Archon to a Hero Archon) and you do not want to replace it, you can go into properties and where it says "Unit Type" type in the number for each unit. Can't remember them all? I made a list!
[codebox][center]Unit Numbers.txt[/center]
0 = Marine
1 = Ghost
2 = Vulture
3 = Goliath
4 = Goliath Turret
5 = Siege Tank (Tank mode)
6 = Siege Tank Turret (Tank mode)
7 = SCV
8 = Wraith
9 = Science Vessel
10 = Gui Montag (Firebat)
11 = Dropship
12 = Battlecruiser
13 = Spider Mine
14 = Nuclear Missile
15 = Civilian
16 = Sara Kerrigan (Ghost)
17 = Alan Schezar (Goliath)
18 = Alan Schezar Turret
19 = Raynor (Vulture)
20 = Raynor (Marine)
21 = Tom Kazansky (Wraith)
22 = Magellan (Science Vessel)
23 = Edmund Duke (Tank mode)
24 = Edmund Duke Turret (Tank mode)
25 = Edmund Duke (Siege mode)
26 = Edmund Duke Turret (Siege mode)
27 = Arcturus Mengsk (Battlecruiser)
28 = Hyperion (Battlecruiser)
29 = Norad II (Battlecruiser)
30 = Siege Tank (Siege mode)
31 = Siege Tank Turret (Siege mode)
32 = Firebat
33 = Scanner Sweep
34 = Medic
35 = Larva
36 = Egg
37 = Zergling
38 = Hydralisk
39 = Ultralisk
40 = Broodling
41 = Drone
42 = Overlord
43 = Mutalisk
44 = Guardian
45 = Queen
46 = Defiler
47 = Scourge
48 = Torrasque (Ultralisk)
49 = Matriarch (Queen)
50 = Infested Terran
51 = Infested Kerrigan (Infested Terran)
52 = Unclean One (Defiler)
53 = Hunter Killer (Hydralisk)
54 = Devouring One (Zergling)
55 = Kukulza (Mutalisk)
56 = Kukulza (Guardian)
57 = Yggdrasill (Overlord)
58 = Valkyrie
59 = Cocoon
60 = Corsair
61 = Dark Templar
62 = Devourer
63 = Dark Archon
64 = Probe
65 = Zealot
66 = Dragoon
67 = High Templar
68 = Archon
69 = Shuttle
70 = Scout
71 = Arbiter
72 = Carrier
73 = Interceptor
74 = Dark Templar (Hero)
75 = Zeratul (Dark Templar)
76 = Tassadars/Zeratul (Archon)
77 = Fenix (Zealot)
78 = Fenix (Dragoon)
79 = Tassadar (Templar)
80 = Mojo (Scout)
81 = Warbringer (Reaver)
82 = Gantrithor (Carrier)
83 = Reaver
84 = Observer
85 = Scarab
86 = Danimoth (Arbiter)
87 = Aldaris (Templar)
88 = Artanis (Scout)
89 = Rhynadon (Badlands)
90 = Bengalaas (Jungle)
91 = Cargo Ship (Unused)
92 = Mercenary Gunship (Unused)
93 = Scantid (Desert)
94 = Kakaru (Twilight)
95 = Ragnasaur (Ashworld)
96 = Ursadon (Iceworld)
97 = Lurker Egg
98 = Raszagal(Corsair)
99 = Samir Duran (Ghost)
100 = Alexei Stukov (Ghost)
101 = Map Revealer
102 = Gerard DuGalle (Ghost)
103 = Lurker
104 = Infested Duran (Ghost)
105 = Disruption Web
106 = Command Center
107 = Comstat Station
108 = Nuclear Silo
109 = Supply Depot
110 = Refinery
111 = Barracks
112 = Academy
113 = Factory
114 = Starport
115 = Control Tower
116 = Science Facility
117 = Covert Ops
118 = Physics Lab
119 = Starbase (Unused)
120 = Machine Shop
121 = Repair Bay (Unused)
122 = Engineering Bay
123 = Armory
124 = Missile Turret
125 = Bunker
126 = Norad II(Crashed)
127 = Ion Cannon
128 = Uraj Crystal
129 = Khalis Crystal
130 = Infested Command Center
131 = Hatchery
132 = Lair
133 = Hive
134 = Nydus Canal
135 = Hydralisk Den
136 = Defiler Mound
137 = Greater Spire
138 = Queen's Nest
139 = Evolution Chamber
140 = Ultralisk Cavern
141 = Spire
142 = Spawning Pool
143 = Creep Colony
144 = Spore Colony
145 = Zerg Building 1 (Unused)
146 = Sunken Colony
147 = Overmind (with shell)
148 = Overmind
149 = Extractor
150 = Mature Chrysalis
151 = Cerebrate
152 = Daggoth
153 = Zeg Building 2 (Unused)
154 = Nexus
155 = Robotics|Facility
156 = Pylon
157 = Assimilator
158 = Protoss Building 1 (Unused)
159 = Observatory
160 = Gateway
161 = Protoss Building 2 (Unused)
162 = Photon Cannon
163 = Citadel Adun
164 = Cybernetics Core
165 = Templar Archives
166 = Forge
167 = Stargate
168 = Stasis Cell/Prison
169 = Fleet Beacon
170 = Arbiter Tribunal
171 = Robotics Support Bay
172 = Shield Battery
173 = Khaydarin Crystal Formation
174 = Protoss Temple
175 = Xel'Naga Temple
176 = Mineral Field (Type 1)
177 = Mineral Field (Type 2)
178 = Mineral Field (Type 3)
179 = Cave (Unused)
180 = Cave-In (Unused)
181 = Cantina (Unused)
182 = Mining Platform (Unused)
183 = Independant Command Center (Unused)
184 = Independant Starport (Unused)
185 = Independant Jump Gate (Unused)
186 = Ruins (Unused)
187 = Khaydarin Crystal Formation (Unused)
188 = Vespene Geyser
189 = Warp Gate
190 = Psi Disrupter
191 = Zerg Marker (Unused)
192 = Terran Marker (Unused)
193 = Protoss Marker (Unused)
194 = Zerg Beacon
195 = Terran Beacon
196 = Protoss Beacon
197 = Zerg Flag Beacon
198 = Terran Flag Beacon
199 = Protoss Flag Beacon
200 = Power Generator
201 = Overmind Cocoon
202 = Dark Swarm
203 = Floor Missile Trap
204 = Floor Hatch
205 = Left Upper Level Door
206 = Right Upper Level Door
207 = Left Pit Door
208 = Right Pit Door
209 = Floor Gun Trap
210 = Left Wall Missile Trap
211 = Left Wall Flame Trap
212 = Right Wall Missile Trap
213 = Right Wall Flame Trap
214 = Start Location
215 = Flag
216 = Young Chrysalis
217 = Psi Emitter
218 = Data Disk
219 = Khaydarin Crystal
220 = Mineral Chunk (Type 1)
221 = Mineral Chunk (Type 2)
222 = Vespene Orb (Protoss Type 1)
223 = Vespene Orb (Protoss Type 2)
224 = Vespene Sac (Zerg Type 1)
225 = Vespene Sac (Zerg Type 2)
226 = Vespene Tank (Terran Type 1)
227 = Vespene Tank (Terran Type 2)
[/codebox]
I should make a list of Sprites. Are Unit Sprites the same?
ADDITION:
The pont of the first line "Unit Numbers.txt" is because it is a text file I made
I hope you didn't spend a lot of time on that...
If you want the units and sprites list, look at the lst files in the data folder.
Oh, I didn't know it existed.
Owell, It didn't take long.
EDIT:
This didn't have all the folder names. So it doesn't really matter.
EDIT #2:
Also, some of thoes are out of order to be placed in logical order.
So mine can be helpful that way.
QUOTE(O)FaRTy1billion @ May 15 2005, 01:04 AM)
Oh, I didn't know it existed.
Owell, It didn't take long.
EDIT:
This didn't have all the folder names. So it doesn't really matter.
EDIT #2:
Also, some of thoes are out of order to be placed in logical order.
So mine can be helpful that way.
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You can find those lists at other places like CC too. And yeah, unit sprites use the list that units do.
QUOTE(Clokr_ @ May 15 2005, 02:44 AM)
You can find those lists at other places like CC too. And yeah, unit sprites use the list that units do.
Sorry for asking... but whats "CC"? (Besides "Command Center")
those are really useful but how do i mak units invincible or burrowed or cloaked???
sorry if its an obvious question
thanks for locking my post lol
Unit properties... it is just like StarEdit.
wow thats ALOT of info.. ne ways thats good info 2 i never new alot about some of those topics but now.. lol im like the starforge nerd!
Starforge nerd, the guy who knows everything about star forge...*cough*
Enter Trigger Parameters Numerically
If you'd like to use numbers instead of parameter aliases, you can change the actions.lst or conditions.lst files to enable this. When you see something like "Unit Unit," the first word is the parameter type and the second is the name. If you change the first word to "Number," the parameter will be numeric.
Example:
Change "Action MinimapPing(Location Where)" to "Action MinimapPing(Number Where)" to let you type the index of the location instead of the location name for this action.
These are handy Tips but i wish i would have known earlier so it didnt take me so long to make a map
Hey can I remove some actions/conditions without messing up SF even more than it already is?
Why would I want to remove any you ask?
because some of them are totally useless.
like
commandleast
when you can just use commandleastat with an anywhere attrib
I'd rather have the extra file size of 8bits then have a useless action/condition
anyways can you?
You can't remove it entirely, but you can rename it to something that starts with several Zs, such that you'll never see it in the list and it won't confuse the autocomplete.