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A. Trigger Duplicator Manual (for version 0.95)
Thank you for downloading Trigger Duplicator by: MindArchon(U)
Trigger duplicator is a program that will allow the user to quickly and efficiently duplicate mass triggers in order to simplify the process of creating a map in starcraft.
This manual will go over everything that you need to know about the program and how to use it efficiently.
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1. Using Trigger Duplicator
Step One: "Opening a map."
After viewing the Trigger Duplicator splash picture, you will be given the duplicator's interface. To begin, open a map by either selecting open from the file menu or pressing ctrl+O. Select the file you wish to duplicate in. Because this program can write directly into the current map its best to make a backup before attempting to use this program with your map.

Step Two: "Selecting target players."
Upon opening a file, select which player(s) you wish to apply and duplicate triggers into by checking off the boxes. There are a variety of hidden players and forces available. You may select multiple different players at the same time if you wish.

Step Three: "Inserting the actions and conditions to be duplicated."
You will be able to insert conditions and actions within the two boxes labeled conditions and actions. Note that the conditions and actions have a separate language compared to other programs like Starforge, thus you cannot simply copy and paste into this program without some modification that will fit this program's coding language. You can find the condition and action coding on this manual.

To pull location numbers or string numbers to be used in the conditions or actions, simply click on the boxes at the bottom labeled: "Get String Number," or "Get Location Number." Select the location you want, and press the button on the bottom to copy the number to the clipboard. Select where you want to put the number and press ctrl+v to paste the number.

If you already have triggers on your map, and you wish to use those to duplicate, such as you want to duplicate a kill trigger, you can easily select the triggers that already exist on the map by going to: "Options>Trigger Section>View Triggers" or pressing ctrl+r.

You may select the trigger you want to insert into your map and click on the button at the bottom to paste both conditions and actions into the current box. You may also copy and paste certain parts of the conditions or actions into your box if you want.

Step Four: "Inserting Variables."
This program applies numbers for almost every textual items, for instance, a medic will have 34 as its call number. Attempting to use locations in the conditions or actions also calls for numbers as well as text. The usage of numbers for just about everything allows the user to fully control the boolean coding (equations like 1+1) that can be used in this program. For units, you may insert the default unit name without spaces instead of the number.
You may use variables during the conditions and actions with up to 11 different variables labeled a, b, c, d, e, f, g, h, i, j, and x. X is visible on the panel, while the a-j must be accessed by the "Options>Other variables" or by pressing ctrl+a. Note that you cannot set a variable to another variable. Such as setting variable a = b. The program will not like this and you may lose all your work if you attempt this feat.


You must assign each variable a number, as well as an interval, meaning each time that x moves from one number to the next, it will add the interval. These variables may be added, subtracted, multiplied, or divided. You may perform multiple operations with multiple different variables. To insert a variable, you have to put a "$" in front of the variable and the variable must be taking a place within a condition or action that is a number.
Think of x as the "master variable." This variable controls how many steps or "duplications" to take before finishing. You do not need to use x in the conditions or actions, its really just there to count how many times to duplicate. You may however, use it if you wish. To tell the program to duplicate 10 times, insert a "1" and "10" into the corosponding boxes. The program will count 0 as 1 if you use it. This number must be a raw number, not a variable.

In reguards to locations, the new feature that lets you change location numbers called the "Modify Trigger Numbers" ctrl+L. Each location is given a number as it is placed. This set number cannot be changed by simply changing the string. The new feature allows for you to move around the location number and shift it for your needs. You can literally move the 250th location all the way to being location number one. Simply click on the move up or move down to move the location wherever you need it to be. After you finish, click save and it will automatically update and close the location number editor. It also shows some unique statistics at the bottom such as the amount of triggers that the location uses (just some fun information). Be warned however, as location 64 is the anywhere location. Try by all means to leave it where it should be. Map glitches will occur that will cause some serious issues if you attempt to move it somewhere else.


The other new option, the "$X Variable Skipping," ctrl+I, allows for you to skip an entire interval (this allows for you to avoid and dodge certain locations and or triggers and gives you more availability on the modifications of the triggering to your needs. Simply open up the section and select a value to skip and drop it in by clicking add. Now, when you use the parent variable to create triggers, if X passes through that number it will be ignored and skipped.
Example: Setting For i = 1 to 10, with a skip of 5. The end result would write triggers like this: 1,2,3,4,6,7,8,9,10. It skipped writing the 5th trigger, because I added in a skip of 5.


After you are satisfied with the triggers to be duplicated and you are ready, select "File>Compile Triggers" or ctrl+t to start duplicating. Should you run into any problems, the program will notify you that there is some sort of error in your conditions, actions, or steps. Make sure you have the correct condition and action outline and make sure you are using them in the right places.

With sucess comes the completion message following with the amount of triggers duplicated. Good Job.
Step Five: "Saving a map."
Whoa hold on you aren't done yet! After the triggers are duplicated, they have to be saved! Select: "File>Save Map" or ctrl+s to save your duplicated triggers.

You may set the sound compression if you wish before saving it, by going to "Options>Sound Compression," this allows you to customize how compressed a sound is. The default is medium.
Now you are done. Be sure to check on your triggers in a map editor to make sure that your triggers turned out the way you wanted them to turn out.
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2. Conditions Listings
Accumulate(Player, Comparison, Amount, Resource);
Always();
Briefing();
Bring(Player, Comparison, Amount, Unit, Location#);
Command(Player, Unit, Comparison, Amount);
CommandLeast(Unit);
CommandLeastAt(Unit, Location#);
CommandMost(Unit);
CommandMostAt(Unit, Location#);
CountdownTimer(Amount, Comparison);
Deaths(Player, Comparison, Amount, Unit);
ElapsedTime(Comparison, Amount);
HighestScore(ScoreType);
Kill(Player, Comparison, Amount, Unit);
LeastKills(Unit);
LeastResources(Resource);
LowestScore(ScoreType);
MostKills(Unit);
MostResources(Resource);
Never();
Opponents(Player, Comparison, Amount);
Score(Player, Comparison, Amount, Score);
Switch(Switch#, State);
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3. Actions Listings
CenterView(Location#);
Comment(String#);
CreateUnit(Player, Unit, Amount, Location#);
CreateUnitProperty(Player, Unit, Amount, Location#, SlotNumber);
Defeat();
DisplayText(String#, AlwaysDisplay);
Draw();
GiveUnits(StartPlayer, EndPlayer, Unit, Amount, Location#);
KillUnit(Player, Unit);
KillUnitAt(Player, Unit, Amount, Location#);
LeaderBoardControlAt(Unit, Location#, String#);
LeaderBoardControl(Unit, String#);
LeaderBoardGreed(Amount);
LeaderBoardKills(Unit, String#);
LeaderBoardPoints(ScoreType, String#);
LeaderBoardResources(ResourceType, String#);
LeaderBoardGoalControlAt(Unit, Location#, String#, Amount);
LeaderBoardGoalControl(Unit, String#, Amount);
LeaderBoardGoalKills(Unit, String#, Amount);
LeaderBoardGoalPoints(ScoreType, String#, Amount);
LeaderBoardGoalResources(ResourceType, String#, Amount);
LeaderBoardComputerPlayers(State);
MinimapPing(Location#);
ModifyUnitEnergy(Location#, Player, Percent, Unit, Amount);
ModifyUnitHangarCount(Location#, Player, HangarCount, Unit, Amount);
ModifyUnitHitPoints(Location#, Player, Percent, Unit, Amount);
ModifyUnitResourceAmount(Location#, Player, ResourceAmount, Unit, Amount);
ModifyUnitShieldPoints(Location#, Player, Percent, Unit, Amount);
MoveLocation(Location#, Player, Unit, LocationToMove#);
MoveUnits(Player, Unit, Amount, Location1#, Location2#);
MuteUnitSpeech();
Order(Player, Unit, LocationStart#, LocationGo#, Order);
PauseGame();
PauseTimer();
PlayWav(String#);
PreserveTrigger();
RemoveUnit(Player, Unit);
RemoveUnitAt(Player, Unit, Location#, Amount);
RunAIScript(Number);
RunAIScriptAt(Location#, Number);
SetAlliance(Player, Status);
SetCountdownTimer(Modifier, Amount);
SetDeaths(Player, Unit, Modifier, Amount);
SetDoodadState(Player, Modifier, Unit, Location#);
SetInvincibility(Player, Modifier, Unit, Location#);
SetMissionObjectives(String#);
SetNextScenario(String#);
SetResources(Player, Modifier, ResourceType, Amount);
SetScore(Player, Modifier, Score, Amount);
SetSwitch(Switch#, Modifier);
TalkingPortrait(Unit, Time);
Transmission(Location#, Wav#, Modifier, TransTime, WavTime, Unit, String#);
UnmuteUnitSpeech();
UnpauseGame();
UnpauseCountdownTimer();
Victory();
Wait(Time);
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4. Unit Listings
0=marine
1=ghost
2=vulture
3=goliath
4=goliathturret
5=siegetank(tankmode)
6=tankturret(tankmode)
7=scv
8=wraith
9=sciencevessel
10=guimontang(firebat)
11=dropship
12=battlecruiser
13=spidermine
14=nuclearmissile
15=civilian
16=sarahkerrigan
17=alanschezar
18=alanschezarturret
19=jimraynor(vulture)
20=jimraynor(marine)
21=tomkazansky
22=magellan
23=edmundduke(siegetank)
24=edmundduketurret
25=edmundduke(siegemode)
26=edmundduketurret
27=arcturusmengsk
28=hyperion
29=norad2
30=siegetank(siegemode)
31=tankturret(siegemode)
32=firebat
33=scannersweep
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=torrarsque
49=matriarch
50=infestedterran
51=infestedkerrigan
52=uncleanone
53=hunterkiller
54=devouringone
55=kukulza
56=kukulza
57=yggdrasill
58=valkyriefrigate
59=mutalisk/guardiancocoon
60=corsair
61=darktemplar
62=devourer
63=darkarchon
64=probe
65=zealot
66=dragoon
67=templar
68=archon
69=shuttle
70=scout
71=arbiter
72=carrier
73=interceptor
74=darktemplar
75=zeratul
76=tassadar/zeratul
77=fenix(zealot)
78=fenix(dragoon)
79=tassadar
80=mojo
81=warbringer
82=gantrithor
83=reaver
84=observer
85=scarab
86=danimoth
87=aldaris
88=artanis
89=rhynadon
90=bengalaas
91=cargoship
92=mercenarygunship
93=scantid
94=kakaru
95=ragnasaur
96=ursadon
97=egg
98=raszagal
99=samirduran
100=alexeistukov
101=maprevealer
102=gerarddugalle
103=lurker
104=infestedduran
105=disruptionweb
106=commandcenter
107=comsatstation
108=nuclearsilo
109=supplydepot
110=refinery
111=barracks
112=academy
113=factory
114=starport
115=controltower
116=sciencefacility
117=covertops
118=physicslab
119=starbase
120=machineshop
121=repairbay
122=engineeringbay
123=armory
124=missileturret
125=bunker
126=noradii
127=ioncannon
128=urajcrystal
129=khaliscrystal
130=infestedcommandcenter
131=hatchery
132=lair
133=hive
134=nyduscanal
135=hydraliskden
136=defilermound
137=greaterspire
138=queensnest
139=evolutionchamber
140=ultraliskcavern
141=spire
142=spawningpool
143=creepcolony
144=sporecolony
145=unusedbuilding
146=sunkencolony
147=overmind(withshell)
148=overmind
149=extractor
150=chrysalis
151=cerebrate
152=cerebratedaggoth
153=unusedbuilding5
154=nexus
155=roboticsfacility
156=pylon
157=assimilator
158=unusedbuilding
159=observatory
160=gateway
161=unusedbuilding
162=photoncannon
163=citadelofadun
164=cyberneticscore
165=templararchives
166=forge
167=stargate
168=stasiscell/prison
169=fleetbeacon
170=arbitertribunal
171=roboticssupportbay
172=shieldbattery
173=khaydarincrystalformation
174=temple
175=xel'nagatemple
176=mineralfield(type1)
177=mineralfield(type2)
178=mineralfield(type3)
179=cave
180=cave-in
181=cantina
182=miningplatform
183=independantcommandcenter
184=independantstarport
185=independantjumpgate
186=ruins
187=kyadarincrystalformation
188=vespenegeyser
189=warpgate
190=psidisruptor
191=zergmarker
192=terranmarker
193=protossmarker
194=zergbeacon
195=terranbeacon
196=protossbeacon
197=zergflagbeacon
198=terranflagbeacon
199=protossflagbeacon
200=powergenerator
201=overmindcocoon
202=darkswarm
203=floormissiletrap
204=floorhatch
205=leftupperleveldoor
206=rightupperleveldoor
207=leftpitdoor
208=rightpitdoor
209=floorguntrap
210=leftwallmissiletrap
211=leftwallflametrap
212=rightwallmissiletrap
213=rightwallflametrap
214=startlocation
215=flag
216=youngchrysalis
217=psiemitter
218=datadisc
219=khaydarincrystal
220=mineralclustertype1
221=mineralclustertype2
222=vespenegasorbtype1
223=vespenegasorbtype2
224=vespenegassactype1
225=vespenegassactype2
226=vespenegastanktype1
227=vespenegastanktype2
229=anyunit
230=men
231=buildings
232=factories
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5. Misc Variables Listings
Players-valid Values:
P1-P12
Foes
Allies
CurrentPlayer
Force1
Force2
Force3
Force4
AllPlayers
NonAlliedVictoryPlayers
Resources:
Ore
Gas
OreAndGas
Modifiers:
All
Set [This modifier is used for switches]
Clear
Toggle
Randomize
Move
Patrol
Attack
SetTo [This modifier is used for minerals,score,timers,etc.]
Add
Subtract
Enable
Disable
Score:
Kills
Razings
KillsAndRazings
Custom
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6. Tips and Tricks
Tailoring your mapping to the program. "Locations."
If you are planning on creating events for many locations, and you want it to create certain things in a certain order, be sure to place locations in that specific order. For instance, you want to duplicate a trigger that will create a row of 10 missle turrets as you attain a certain amount of kills. Place each location one after the other! By doing this, each location is given a sequencial number. This makes life so much easier, as you can run the duplicator in sequencial order; allowing you to duplicate that kind of trigger. If you placed the locations randomly and not all at one time, the locations would be named differently, thus disabling you from duplicating the trigger!
Tailoring your mapping to the program. "Units."
If you are planning on using deaths to track events on a map, be sure to use the units in sequencial order! The unit listing is above. You should tailor your map to these unit orders if you wish to use the trigger duplicator to its optimum performance. Say you wanted to create a bound tournament where you set deaths to determine which square will be an explosion. If you create a 5x5 box to bound in, you would need 25 units and 25 locations. Setting the player's deaths to 1 could create an explosion. Tieing a unit to each of the units in a 25 unit order would simplify your life greatly; such as using unit numbers 1-25 for explosions could potentially allow for you to set up all explosions for all players in less then 2 minutes!
On a final note, just remember that this program is a sequencial kind of thing. It strives on ordered numbers. Make sure you do things one after the other to use it to its fullest potential.
Good luck.
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Trigger Duplicator Copyright (C) MindArchon(U) 2005-2006, all rights reserved.
Starcraft and Staredit Copyright (C) Blizzard 1998-2006, all rights reserved.
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