Staredit Network > Forums > Modding Assistance > Topic: How do you have triggers in a mod?
How do you have triggers in a mod?
Dec 28 2008, 5:25 am
By: Angle Lock  

Dec 28 2008, 5:25 am Angle Lock Post #1



In Field command mod i saw where you can only choose terran and if you choose toss or zerg your main building is gonna blow up instantly...

How do you do something like that?



None.

Dec 28 2008, 6:59 am O)FaRTy1billion[MM] Post #2

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That can be done with iscript... but you can also add triggers to specific gametypes. Make some triggers in StarEdit (no strings, locations or CUWP slots), export it, then strip the header. Replace triggers\melee.trg or whichever gametype you want. Be sure to include victory/defeat conditions.



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Dec 28 2008, 3:39 pm Symmetry Post #3

Dungeon Master

Quote from O)FaRTy1billion[MM]
That can be done with iscript... but you can also add triggers to specific gametypes. Make some triggers in StarEdit (no strings, locations or CUWP slots), export it, then strip the header. Replace triggers\melee.trg or whichever gametype you want. Be sure to include victory/defeat conditions.

Why would you use iscript? Orders tab of units.dat is so much simpler. You just change everything to 'die'.



:voy: :jaff: :voy: :jaff:

Dec 28 2008, 8:37 pm O)FaRTy1billion[MM] Post #4

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It was really late and I was tired... I didn't think of orders. xC



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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[04:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
[2026-6-17. : 6:15 am]
RexyRex -- :wob:
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