I am creating a heaven's final hour type game and I am having trouble massing to the observer. I was thinking that I can make little locations around the map... but that would be tedious, annoying and generally very fallible. I cannot open the file heaven's final hour in scmdraft either... can anyone help me?
None.
Use the "Move Location" action.
All PlayersCurrent Player Brings At Least 1 Terran Civilian to Massing BeaconCurrent Player has suffered at least 60 deaths of CantinaMove Location mass here to Protoss Observer owned by Current Player at AnywhereOrder All Men owned by Current Player at field: Attack to mass hereModify deaths for Current Player: Set to 0 for Cantina.Preserve Trigger All PlayersAlwaysModify deaths for Current Player: Add 1 for Cantina.Preserve Trigger You should have a location called "field" covering the playing area but excluding the place where your civilians are.
(Create a 1x1 location named "mass here".)
None.

An artist's depiction of an Extended Unit Death
Order All Men owned by Current Player at field: Attack to mass here
Attack is only indirectly hostile. Use patrol for a better effect.
I would recommend using a faster air unit (ie... shuttle) as your masser, unless you want it cloaked, and then I think you can use a queen. If you use a shuttle, you can actually load it up with different units, and then use those units as special abilities/massing only particular units/massing only in the near vicinity of the masser. If there's no air units to attack, a scourge will work as well, as scourges are the fastest air units in the game.
If you're using hyper triggers, spamming an order every round will prevent units from actually attacking (which is why Aristocrat included a cantina based timer).
@Roy, "attack" works better than "patrol" in these types of games.
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In case it wasn't clear already: You can cloak queens and scourges
In case it wasn't clear already: You can cloak queens and scourges
The OP is likely still relatively new at mapping, so we probably should just leave it at the basics. More confusing things like changing doodad state on units for minor effects should be left well-alone for now because it creates more problems for a mapper who doesn't know why or how it works.
None.
Pretty easy to clock scourages and queens
Condition
Always
Action
Disable Doodad state for unit
Be warned that some units can crash the game (list of non crashing units)
http://www.staredit.net/starcraft/Set_Doodad_State
None.

An artist's depiction of an Extended Unit Death
Pretty easy to clock scourages and queens
Condition
Always
Action
Disable Doodad state for unit
No, it's not that easy. You have to perform D-E-E (Disable, Enable, Enable) for most units, and air units are the most prone to crashing the game. D-E-E works on Queens and scourges just fine. The trigger would look something like:
Player 7AlwaysDisable Doodad State for Zerg Scourge for Player 7 at MyLocationEnable Doodad State for Zerg Scourge for Player 7 at MyLocationWait 100 millisecondsEnable Doodad State for Zerg Scourge for Player 7 at MyLocationOrder to all Zerg Scourge owned by Player 7 at MyLocation: move to Anywhere People like to put 100ms waits between each step, but you really only need a wait between the first and second enable doodad state actions.
@rockz: Yeah, I guess you're right. I was imagining a scenario where a person goes to attack player that has them allied, or a bunch of buildings/non-attacking units. Mass maps probably wouldn't have this, though, unless the alliances are free to change and someone wanted to BS a previously allied player.