Triggers: Action Details

The following section explains each of the actions.

CENTER VIEW

This will cause the affected player’s view to center on the location specified. Note that this action will not occur during a paused game, and it has no affect on computer-controlled players. No other action in the trigger will function until the screen has recentered.

COMMENT

If this action exists in a trigger, and is enabled, whatever text is listed in the text field will be displayed in the trigger text. If you disable this action, the normal trigger text will be displayed.

CREATE UNITS

This action creates the specified number of units at the specified Location. If a unit is created ‘Anywhere’, it will appear in the center of the map. This action will not function while the game is paused.

Keep in mind that when the conditions are successfully met, the unit(s) will be created for each player that owns the trigger. For example, if All Players own a trigger that creates a Terran Marine for Player 1, and the conditions of the trigger are true for four of the players, Player 1 will get 4 Marines.

CREATE UNITS WITH PROPERTIES

This action works just like Create Unit, except that you can customize the properties of the newly created unit(s). For more information on customizing units, see the Player Properties section.

DEFEAT

This will end the scenario in defeat for the affected players. Any other players in the game will continue.

DISPLAY TEXT MESSAGE

Displays a specific text message to each owner of the condition. Text messages will only appear if the affected player has Subtitles turned on in the Starcraft Sound Options Menu or if the Always Display option is checked for the action.

DRAW

This will end the scenario in a draw for the affected players. Any other players in the game will continue.

GIVE UNITS TO PLAYER

This action allows you to transfer units from one player to another.

KILL UNIT

This action kills all units of a particular type for the player specified. This action has no effect while the game is paused.

KILL UNITS AT LOCATION

Similar to the ‘Kill Unit’ action, the ‘Kill Unit at Location’ action gives you the ability to kill a specified number of units of a particular type belonging to a certain player at the specified Location. This action will not function while the game is paused.

LEADER BOARD (CONTROL AT LOCATION)

This will display the Leader Board to all players based on who controls the most of a particular unit type at a Location defined on the map.

LEADER BOARD (CONTROL)

This will display the Leader Board to all players based on who controls the most of a particular unit in the scenario.

LEADER BOARD (GREED)

This will display the Leader Board to all players based on who is closest to reaching the goal of accumulating the most ore and gas.

LEADER BOARD (KILLS)

This will display the Leader Board to all players based on who has the most kills in the scenario.

LEADER BOARD (POINTS)

This will display the Leader Board to all players based on who has the most points.

LEADER BOARD (RESOURCES)

This will display the Leader Board to all players based on who has the most resources.

LEADER BOARD GOAL (CONTROL AT LOCATION)

This will display the Leader Board to all players based on the amount of units controlled at a certain Location that are required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD GOAL (CONTROL)

This will display the Leader Board to all players based on the amount of units controlled on the map that are required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD GOAL (KILLS)

This will display the Leader Board to all players based on who have the most kills required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD GOAL (POINTS)

This will display the Leader Board to all players based on who have the most points required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD GOAL (RESOURCES)

This will display the Leader Board to all players based on who have the most resources required to achieve a goal. In this type of leader board, the lower the number the better.

LEADER BOARD COMPUTER PLAYERS

This action allows you to specify whether neutral, rescue and computer controlled players will be included in the leader board calculations. By default, all computer players are included in the tally.

MINIMAP PING

This sends out a ‘ping’ on the mini map at the specified location. This can be used to draw attention to a particular spot or to track a moving location. Note that pressing the spacebar in the game after receiving the ping will not center your screen on the ping Location. Only transmissions allow you to jump to a different location with the spacebar.

MODIFY UNIT ENERGY

This action will modify the specified unit(s) spell-casting energy. The energy will be changed based on the percentage specified in the action trigger.

MODIFY UNIT HANGAR COUNT

This action will modify the contents of a unit(s) hangar. For example, this will allow you to add 5 additional Interceptors to the Carrier’s hangar.

MODIFY UNIT HIT POINTS

This action will modify the specified unit(s) hit points. The hit points will be changed based on the percentage specified in the action trigger.

MODIFY UNIT RESOURCES

This action allows you to modify the amount of resources contained in the various mineral stores. For example, you could modify a Vespene Geyser so that it had 0 resources if you desire.

MODIFY UNIT SHIELD POINTS

This action will modify the specified unit(s) shield points. The shield points will be changed based on the percentage specified in the action trigger.

MOVE LOCATION

This action will center a Location on a unit. In addition to choosing a location to move, you must specify a search location. The Action will ignore any units outside the search location. If no unit is found, the Location will move to the center of the search location. You can combine this Action with Center View to center the screen on a particular unit.

MOVE UNITS

This action will teleport a specified number of units (or unit) from one Location to another.

MUTE UNIT SPEECH

This action will mute unit speech and set to half-volume all sound effects that the game normally produces, including music and combat sounds. This is particularly useful when you are playing a Transmission Action or any time you want to make sure a triggered sound is heard clearly.

ORDER

This action allows you to issue orders through a trigger to a unit (or units) that will change their behavior in a scenario. The different orders are attack, move and patrol. For a list of what these orders do, please see the program documentation.

PAUSE GAME

This action will put the game in a pause state. If a matching Unpause Game is not found, the program automatically unpauses the game when the current trigger is finished. Note that pause game has no effect in multiplayer scenarios or against computer controlled players.

PAUSE TIMER

This action will put the countdown timer in a pause state.

PLAY WAV

This will play a WAV file for the trigger’s owner. For more information on importing .WAV files, see the Working with .WAV Files section.

PRESERVE TRIGGER

Normally, a trigger will only run once for each owner. Triggers automatically disable themselves once they run through all of their actions, unless the Preserve Trigger action is present. If you want a trigger to remain in effect throughout the scenario, add the Preserve Trigger action to its action list.

REMOVE UNIT

Remove Unit works just like Kill Unit, except that the affected units will simply disappear without actually dying. This action has no effect while the game is paused.

REMOVE UNITS AT LOCATION

This action works just like Remove Unit. In addition, you may specify a location and a quantity of units that the action will affect. It has no effect on a paused game.

RUN AI SCRIPT

This instructs the specified computer-controlled players to use a certain AI script. The AI script determines the overall aggressiveness and effectiveness of the computer player, and by changing the AI script during the scenario, you can effectively handicap the scenario. For a listing of the AI scripts that are available in the campaign editor, see the AI Script Listing.

RUN AI SCRIPT AT LOCATION

Identical to Run AI Script but specifies a location to run the script at. Certain scripts are designed specifically to target a Location. For a listing of the AI scripts that are available in the campaign editor, see the AI Script Listing.

SET ALLIANCE STATUS

This allows you to set the value of the affected players’ alliance status.

SET COUNTDOWN TIMER

This allows you to set a countdown timer, in game seconds, which will appear at the top of the game screen and count down automatically. There is one countdown timer shared by all players. Any time the countdown timer is not equal to zero, it is displayed to all players.

You can also use this action to add or subtract time from the countdown timer.

SET DEATHS

This will set the death counter of a particular unit, for the specified player, to a value listed in the action.

SET DOODAD STATE

The Installation tileset contains several doodads that can be enabled or disabled. The doors and concealed turrets can be set to start in one state or another by double clicking on them in the main window, but this action allows you to change their state during the course of the scenario. A location must be drawn around the doodads that you wish to affect with this action.

Enabling a door closes it, and enabling a turret causes it to activate and attack any enemies of the trigger owner.

SET INVINCIBILITY

This action makes the specified unit or units Invincible. Invincible units cannot be targeted or attacked, and take no damage.

SET MISSION OBJECTIVES

Changes the mission objectives text to something other than what was defined at the outset of the level. While this doesn’t actually change the victory or defeat conditions for the scenario, it can be used to notify the players of changes to the scenario’s objectives.

SET NEXT SCENARIO

This trigger offers the ability to link multiple user-created maps together to form one large campaign. To do so, choose this trigger, and click on the scenario option that is listed. This gives you the ability to select a previously designed map, and link it to this level. Note that this is a single player feature only. For more information on setting the next scenario, see the Creating a Campaign.

SET RESOURCES

The set resources action allows you to increase, decrease, or set the amount of resources that a player has.

SET SCORE

The set score action lets you the increase, decrease, or set the number of points that a player currently has.

SET SWITCH

The set switch action can be used to:

You may also modify the switch names from this dialog box.

TALKING PORTRAIT

This will show the unit picture of your choice in the unit window in the game screen for the specified amount of time.

TRANSMISSION

A transmission is a combination of several different actions. First, you need to specify which unit at a location you want to send the transmission. This unit’s portrait will be displayed for the duration of the transmission. You then need to select a WAV file to play, how long to animate the unit portrait, and what text message to display for players that have Subtitles turned on. The player receiving the transmission will receive a minimap ping when the transmission starts, and can press the space bar to center their screen on the unit sending the transmission.

Note that this action has no effect on computer players, and it will prevent any other action (in the same trigger) from resuming until it has finished.

UNMUTE UNIT SPEECH

This action sets the sound effects for the game back to their original state.

UNPAUSE GAME

This action resumes the game from a paused session. Note that this has no effect in multiplayer maps and will not effect any computer opponents in single player maps.

UNPAUSE TIMER

This action will resume the timer from a paused session.

VICTORY

The game ends in victory for the trigger’s owner. Any players who are not executing a victory action are defeated.

WAIT

The wait action is used to delay other actions for the specified number of milliseconds. Because it is a blocking action, no other actions in the same trigger and no other blocking actions in other triggers will activate until it is done. For a list of blocking actions, see Triggers: Guidelines.