[center]From Mac StarEdit:
Misplace Doodads
1) Change the terrain to the way you want it to be when you are finished.
2) Now modify the terrait so that it will support the doodad that you want to place. It does not matter how you change the terrain, as long as the doodad fits where you want it.
3) Select the doodad you want to place, and move it over the area you want to place it until it’s completly green, but do not click yet!
4) Press Command-Z repeatedly until the terrain is back to the way you want it, without moving the mouse.
5) Once you have it back to the way you want it (the image of the doodad should still be green), click the mouse button.
6) What? No doodad? What cheap trick is this? Don’t worry, we’re not done yet. Press Command-Z (to undo the click you just made), then press Shift-Command-Z (to redo the click you just made), and there’s your doodad!
Set Upgrade Time To 0
Instead of setting it to 0, set it to 8739, or 4370, this is read as 0 by StarEdit, because of overflow?
StarEdit Doesn't Show Sounds
Create and finish making the map (sounds and everything -- completely done)
1) Backup your map. (Incase you goof up)
2) Delete your sounds. (Yes, delete them)
3) Don't save!, Instead, choose "Save As". This is a dumpoff map, so name it anything.
Go back and open your main map. Click on sounds... None, eh? Well better check the triggers...
False Numeric Input
List of characters that can be copy, and pasted into number boxes, and the number they generate:
`0 !1 @0 #3 $4 %5 ^14 &6 *10 (8 )9 -0 _15 =13 +0
q1 w7 e5 r2 t4 y9 u5 i9 o15 p0 [11 ]13 \12 a1 s3 d4 f6 g7 h8 j10 k11 l12 ;11 :10 '7 "2 z10 x8 c3 v6 b2 n14 m13 ,12 .14 /15
¡1 ™10 £3 ¢2 ∞0 §4 ¶6 •5 ª11 º12 –0 ≠13 œ15 ∑7 ®8 †0 ¥4 ø15 π9 “2 ‘4 «7 å12 ß7 ∂6 ƒ4 ©9 ˙10 ∆6 ˚11 ¬2 …9 æ14 Ω13 ≈5 ç13 √3 ∫10 ñ6 µ5 ≤2 ≥3 ÷6
/10 €11 ‹12 ›13 fi14 fl15 ‡0 °1 ·1 ‚2 —1 ±1 Œ14 „3 ´11 ‰4 ˇ15 Á7 ¨12 ˆ6 Ø15 ∏8 ”3 ’5 »8 Å1 Í10 Î11 Ï12 ˝13 Ó14 Ô15 0 Ò1 Ú2 Æ14 ¸12 ˛14 Ç2 ◊7 ı5 ˜7 Â5 ¯8 ˘9 ¿0
È9 è15 Ù4 ù13 Ì13 ì3 Ò1 ò8 À11 à É3 é14 Ú2 ú12 Í10 í2 Ó14 ó7 Á7 á7 Ë8 ë1 Ü6 ü15 Ï12 ï5 Ö5 ö10 Ä0 ä10 6 ê0 Û3 û14 Î11 î4 Ô15 ô9 Â5 â9 Õ13 õ11 Ã12 ã11 Ñ4 ñ6
Non-rescuable Rescuable Units
Here are the requirements:
Player X is rescuable.
There is a Unit Y owned by Player X on the map somewhere (either preplaced or created -- it doesn't matter)
You use the trigger action "Move Units" to move Unit Y. It doesn't matter where you move it, just that you use the move trigger action on it.
Now, try to rescue Unit Y. Surprise! It is no longer rescuable. For some odd reason, moving a rescuable unit will disallow any player from ever rescuing it ("bug"). However, this can be useful in some instances -- for example, now you can have rescuable and non-rescuable units of the same color.
Another little oddity you might want to know about is that if you rescue a transport or a bunker that has rescuable units inside, you will not get control of those units inside. If you exit those units, they will become much like those described above: non-rescuable units of a rescuable color. =)
Units for Non-existent Owners
This "bug" is just as simple to pull off:
Player X is human. Player X is not present. (i.e., that human slot was never filled when the game began)
Player Z is another player. Doesn't matter who is the owner so long as this player is present.
There is a Unit Y owned by Player Z on the map (either preplaced or created -- it doesn't matter).
Use the trigger action "Give Units to Player" to give Unit Y to Player X.
You'd expect Starcraft just to ignore that action since there is no Player X in this game right? Well, it's actually kind of funny. Unit Y will be given to a Player X -- same color and slot as if that player where actually present. However, this "virtual" Player X will automatically be designated as an enemy to all players and will be an enemy of all players (i.e., everything will attack it and it will attack everything). Also, there is not much you can do trigger-wise to effect this unit because its owner (Player X) is not technically present, and thus Starcraft will ignore all triggers and trigger actions involving it. Wierd, huh? =) Well, I'm not sure what utility you can get out of this one, but it's nice to know about.
I actually discovered a little later that this trick is even easier to pull off. All you have to do is "create unit" for a non-existent player and the unit will be created as it is above: hostile to everyone. Be sure to make the actual trigger for an existing player though, otherwise it won't run. =)
The String Limit
One thing you never want to do is go over the "string limit." This is when you have more than 1024 lines of custom text (a line of custom text is like the map name, unit names, each display text action, location names, etc.). If you go over it, sometimes Staredit will give you a simple error message telling you that you can't input anymore lines of text until you delete some old ones, but more often, it will just start behaving badly:
If you import a sound after you're over the string limit, it will not show up in the sounds list (list of wavs). It will be in the map. It just won't show up. =) This is because each wav name takes up a string, and if you're over the limit, it can;t write in the wav name. The reason this sucks is because you can't use the wav in a trigger, but it will still take up space in your map. =P
You will not be able to make any more locations. It won't give you an error, it just won't work.
Sometimes, it will mysteriously start deleting text you just wrote without even telling you. This especially happens with things like unit names and switch names.
And, in the worst of worst case scenarios, your map will become corrupt and you'll have to start over. Its happened more than once. Just be careful.
Miscellaneous Bugs
If you make a UMS map on installation terrain and you make a player's race "user selectable" they will start out with their default town hall and 4 peons (and an overlord if zerg). Not really a bug, but some people have pointed that out so I'm posting it.
Crashy Property Editing
In the Units layer, select any unit, and press RETURN, to get the Unit properties window, then change anything, or don't, and hit OK. SE CRASHES!
That's all I got! Now it's YOUR turn![/center]
[center]I got a new one!
Player 256 Trick!
With this trick, regular base StarEdit is able to place units for player 256!
How to do it:
First, you need to have at least 1 player of each race, then place 1 unit for each player. Next, select the 8 units, and change all their properties at the same time, then press OK.
If done right, when the properties window closes, the units should turn a weird pixelated color, and show up bright white on the minimap. When you play the map in SC, the units are solid black, and don't show up on the minimap. When attacked, I believe they'll constantly follow the unit that attacked them. Very weird, but nifty![/center]
[attachmentid=4695]
[center]Holy hooligans, another one!
Actionless Trigger
Alright, this one's not seful, but it's still a bug.
What you do is make a trigger with more than the allowed 16 conditions, and any number of actions, then hit OK, when you're back into the main trigger screen, it'll be a trigger withthe first 16 conditions you put in, and no actions.[/center]