Часто задаваемые вопросы

Техническая поддержка: щелкните здесь Starcraft Support FAQ

What exactly are the differences between the editor used to create the Starcraft campaigns and the retail version of StarEdit?
  • Level-specific AI scripts. The campaign levels use AI scripts that are not included in retail StarEdit. We chose not to include these scripts because they were created with very specific assumptions about what units would be available, the placement of AI units and buildings, the layout of the map, coordination with triggers and other AI scripts, etc. As a result, these scripts are not flexible enough for use in anything but the exact mission for which they were created.
  • Removing map revealers. Map revealers can be removed in a game, but there is no way to do so in the current version of StarEdit. This is a bug that crept in near the end of the development cycle. It will be addressed in the upcoming 1.02 patch.
  • Access to the Starcraft programmers. Other features, such as cinematics, establishing shots, between mission narratives, and - most infamously - changing the portrait of the Protoss advisor, were not and cannot be implemented using StarEdit.
Why are Locations square, rather than isometric like the tiles?
The isometric look of Starcraft is achieved in StarEdit by combining square tiles that have isometric image characteristics. For performance and technical reasons, Starcraft maintains terrain internally on a rectangular grid.

The Location Properties dialog can be used to make a location apply only to certain elevations, thereby making it conform to the shape of terrain underneath it.

Will there be a patch that allows for smaller brush sizes?
No. The size of the brush in StarEdit is the size of one isometric tile, and it cannot be smaller than that.

Can I pre-load transports and bunkers?
No, you cannot pre-load transports or bunkers. You can only load bunkers after a game has started with an AI script called "Enter Closest Bunker".

What are Forces and why do I need them?
Forces surround us and bind us, they-- whoops, nevermind. Forces provide an easy way to organize different players in a scenario. You can also use 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. Note that human and computer players cannot be on the same Force.

Can I fix the starting colors for each player on a custom map?
In the Forces dialog, uncheck "Random Start Location" for all four Forces.

Can you make units rescuable only for a certain player?
Not directly, but you could have a trigger with the Action "Execute AI script 'Switch Computer Player to Rescue Passive'" that only activates when a specific player moves into the trigger location.

How do I give units initial orders (Move, Attack, Patrol)?
There is no trigger or script to give a unit orders.

How do I start with my Terran buildings flying? Zerg units burrowed?
To modify a unit's properties at start-up, you can use the Properties dialog. Place a unit or building and then right-click on it and select "Properties" to open the dialog. Available properties such as burrowed (for Zerg units) or In-Transit (for Terran buildings) can then be set.

The biggest "gotcha" here is that you must make sure that any setting you apply that requires a specific technology (e.g. cloaking) is marked as already researched in the Player Settings for the owner of the affected unit.

How can I have a single player control more than one race?
There are two different ways to do this:

  1. Pre-place rescuable worker units for all three races by each starting location.
  2. Set up a trigger for all players that creates worker unit for the races that you want each player to have.
Note that there is no way for a player to control multiple races in a melee game.

If I've compressed my map, can I uncompress it?
No. You are not really compressing the map, you are compacting it. The difference is that compression uses an algorithmic process to find redundancy in a data stream and express it more efficiently. Compaction is simply the process of removing unused space.

Why can't we use the "set next scenario" trigger in multi-player games?
Starcraft has no way to keep multiple players in sync from scenario to scenario.

What can we expect to see in future versions of StarEdit?
We are always discussing what is feasible to do for upcoming patches or expansions. The difficulty lies in drawing the line between trying to enhance a current product and focusing our efforts on creating a more robust system for future titles. If time and manpower permits, there a few "wish-list" features that we would like to see added:

  • Some additional hero types, particularly generic (i.e. not Raynor) marines and SCV/Probe/Drone heroes
  • The ability to apply a label to triggers for easier trigger browsing
  • The ability to name switches
  • Increasing the number of available locations and switches
  • A "Save as PCX" option
What will we NOT be seeing in future versions of StarEdit?
In a perfect world we could spend forever incorporating new features, adding more triggers and AI, and finding new ways to enhance StarEdit, but at some point we have to turn our attention to the next generation of Blizzard titles. The reasons for most of these decisions are technical, as they would require major redesign and coding to implement. We will, however, always address serious bugs.
  • A War2-style Sound Editor
  • The ability to pre-load transports
  • A Unit Creator utility
  • The ability to create or edit unit portraits
  • The ability to create or edit the AI
  • Additional unit modifications, such as firing rate or range
  • The ability to give any unit any weapon system
  • The ability to place ramps on the back side of cliffs
I have a great idea for a map, but I can't _________!
StarEdit, like any software product, has limitations. We feel that the trigger mechanism in StarEdit provides a great deal of power to customize your maps and make interesting scenarios. I will tell you that in almost all cases, if you do not have a trigger to do exactly what you want, there is an indirect way to achieve the same result. Look through some of the scenarios provided on your CD, such as "Race of Death" and "Star Fortress", and you will find many cases of interesting uses of available triggers to implement very unique behaviors. Also, there are many brilliant people lurking in the SCM Development forum who will offer the benefit of their trigger wizardry to you if you post your problems.

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