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Data/Units
Units are Data Types and is the integral playing piece which appear in the game world and affect the game state. Includes all units, structures, destructibles, projectiles, items and resources. Are placed on the maps -
Data/Actors/Events
Actor Events are triggers which are embedded into an Actor. They listen to the surroundings and react on them. They are the "nerve-centre" of an actor. Actor events are strongly related to Actor Messages -
Data/Behaviors/Buff
(Editor Screenshot) need screenshot of UI left of unit showing several buffs Is a buff applied to the unit that can do a huge range of effects ranging from enabling and disabling Abilities, Behaviors -
Tutorials
Below is a listing of tutorials for every section of the editor. All data tutorials can be found under the "data" section near the bottom. For your benefit, video tutorials have been marked with a -
Tutorials/Artificial Intelligence
All in all, working with AI requires a good overall knowledge about how the SC2 editor works and fits together. As a result, this walkthrough does not go into very deep detail about the different -
Model Files
You can import/export it using Preview Editor Starcraft 2 Model plugins. Tested on 3dsmax 2009, 2010, 2011 and 2012. -
Data/Accumulators
Accumulators are a new feature that allows map makers to create formulas in data fields based on various input parameters. Think of them like permanent add-ons that modifies the numeric values of various effect -
SC2Mapster Wiki
Welcome to SC2Mapster Wiki For questions, suggestions, requests, and addaboys head to SC2Mapster Wiki Forum. We need your help to complete this wiki! Note: SC2Mapster accounts and passwords also work for the wiki We are -
Triggers/Actions/Pick Each Unit In Unit Group
Flags: Action, Sub-Functions, Loop Dependency — Core -
Data/Effects/Damage
Adjusts the life and shield of targeted units in an offensive way. Affects the shield vital before the life vital The damage effect performed by the Marine - C-14 Gauss Rifle weapon when the marine -
Data/Abilities
Abilities are Data Types with lists of commands. Usually they are linked to a unit through a Button. When a player presses the button the orders defined in the Ability are executed. On any ability -
Data/Effects
Effects are one of the Data Types used when making custom abilities or weapons. Damage, picking the units to hit, adding behaviors, "interactions in general" between units are achieved through effects. Individual effect types are -
Data/Effects/Modify Unit
(Editor Screenshot) needs pic of auto refinery/changeling A miscellaneous effect capable of performing a huge range of functions. Functions include modifying charges, adjusting unit height, mimicing team colour, changing ownership permanently, removing missiles -
Data/Actors/Unit
(Editor Screenshot) need picture of any units Main actor used to give Units a visual form. This actor dictates what the unit looks like, the sounds it makes when clicked/ordered, the armor textures -
Data/Effects/Launch Missile
(Editor Screenshot) needs pic of battlecruiser firing or hybrid consume DNA Launches an ammo unit created for the purpose between two points of which launch location needs to be a unit. On impact the -
Data/Abilities/Effect - Instant
Ability that casts an effect at the position of the caster unit after a single left click of the ability button unless cancelled Used to create instant heal abilities, stimpack, shock wave or abilities that -
Triggers/Category AI Advanced
Build[] Action. Instructs the AI to build some buildings of the specified type. Clear Build Queue[] Action. Clears all build requests currently planned (but not yet started) for a player. -
Triggers/Actions
If you want to create an action or function page, use this Template. If you want to create a new trigger category page, use this Template. Actions are the definition of a triggers effect on -
Data/Actors/Action
The actor responsible for a large variety of effects involving attacks and abilities. The uses include giving sounds to the launch and impact of atacks and abilities, giving models to the launch and impact of -
Data/Behaviors/Veterancy
(Editor Screenshot) needs pic of some hero with levels The behaviour that allows units to gain levels and associated benefits from experience gained through abilities, triggered quest rewards, dealing/taking damage or killing units -
Data/Behaviors/Power User
(Editor Screenshot) Needs pic of a powered protoss building Utilizes a Power Source behaviour to enable placement and to modify the stats of a unit within the radius of the source. -
Tutorials/How To Modify Skyboxes
No.1 CModel id="1testskyboxfixed" parent="Skybox" Model value="Assets\Skyboxes\Ulnar_Skybox\Ulnar_Skybox.m3"/ TextureDeclares Prefix="Ulnar_Skybox_Emissive2_Master" Adaptions TriggerOnSubstring="Ulnar_Skybox_Emissive2_Master" Slot="generic01.diffuse"//TextureDeclares TextureDeclares Prefix="Ulnar -
UI/Animations
UI Animations allow you to animate UI elements in general ways for all frames, or specific ways for some types of frame. UI animations are made up primarily of two components, "Events" and "Controllers". Events -
Triggers/Events
If you want to create an action or function page, use this Template. If you want to create a new trigger category page, use this Template. Events are used in Starcraft 2 to initiate a -
Triggers/Category Unit
Triggering Ability[] Function. Returns the triggering ability. Used in response to "Unit Uses Ability". Triggering Ability Stage[] Function. Returns the triggering ability stage. Used in response to "Unit Uses Ability".
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