General Mapping Tips
Here are some general tricks and tips that will probably show themselves to be handy if they become habits. The wiki has been separated in different sections representing the different Modules of GalaxyEdit.
General
- Learn hotkeys and shortcuts! The following sub-list is just a few examples that you should be aware of.
- Picked Integer requires you to press two times P
- Picked Unit requires you to press one time P
- Set Variable is the default selection when you create a new action
- Pick Each Integer only requires you to type "pi" when you create a new action (keep in mind you don't even need to type this in the search field for it to search)
- If-Then-Else only requires you to type "if" when you create a new action
- Ctrl + B to create a new variable.
- In order to reduce the lag, always opt for Data Editor instead of Triggers if possible.
- Always put the Campaign Dependencies on the top of the list.
- Learn to use the Trigger Debugger properly: it could save you a lot of time debugging your map!
- If you are going to be testing a map frequently, it is recommended not to close StarCraft II once it has loaded the map: the map will load much faster!
Triggers
- Learn to use Ctrl + W properly inside the Trigger Editor. It basically creates either a Variable, a Condition, an Action, an Event or a new Trigger based on what your cursor is currently selecting.
- Sort any independent system in a folder (Ctrl + G to create a new folder).
- Ctrl + R creates a new action in your current trigger.
- Ctrl + K creates a new condition in the current element of a trigger. For example: either in the Condition section or in an If, Then, Else statement.
- Ctrl + E creates a new event for your current trigger.
- Ctrl + Alt + R creates a new [Action Definition] for your current trigger. These have no events and must be called through an action. The action will be whatever you named the definition.
The Pick Each Integer Trick
Instead of creating a trigger for every player you want it to apply, create only one trigger and put all the actions you wanted for it inside a "Pick Each Integer" loop. The integers variation should designate the player number you want to affect with the actions.
The next step is to modify all actions specifying a player into actions that relate the a "Picked Integer player".
For variables with arrays that corresponds to specific players, use the following trick.
The Array Trick
To prevent errors, it is always recommended to add 1 more array size than what you really need. Why? Because the Array #1 is [0]... this is really misleading. For example, if you have 4 Players and want to use arrays to differentiate a variable from these 4 players, you'll probably want to make it Var[1], Var[2], Var[3] and Var[4]. However, if you have set the Array Size of the variable "Var" to 4, the last array will be Var[3] (the first one would be Var[0]), and thus trying to set an information into Var[4] will cause problems. But if you set the Array Size to 5, you'll be able to just not use the first array (Var[0]) and thus store information into the 4 others being Var[1], Var[2], Var[3] and Var[4].
Although, it is considered better practice (in a programming sense) to use the Array index 0. This also creates less lag since the map won't require holding so many variables. Alternative workarounds include simply bearing in mind that an Array starts at 0. You could therefore use the Arithmetic function to convert 1 into 0.
It is also very useful for when it comes to "Picked integer". Indeed, if you're using a "Pick Each Integer" action to make some actions run, for example, for 10 players, you'll want to make the editor pick the integers between 1 and 10, inclusively. But if you try to use "Picked integer" for a Player number and a variable array (which is wise!), you'll have to have the variable have an array size of 11, because you cannot do Var[Picked Integer - 1].
Terrain
See Terraining Tips for more, though the following tips will be the most useful you'll find:
- In the Terrain window, hit the Space bar to toggle Selection Mode on and off. Use T, U, D, P, R, C and H to switch between Terrain, Units, Doodads, Points, Regions, Cameras, and Pathing, respectively.
- Push Enter to enter the Unit, Doodad, Region, or Point's properties.
- When selecting a Unit, to quickly change its owner, press the numbers from "1" to "9" to assign it to the Player 1 to 9 respectively. "0" will change it to Player 10, "-" corresponds to Player 11 and "=" to Player 12. For Players 13 to 15, you'll have to enter the properties of the unit (press Enter).
- Push G to toggle Grid's state: Off, Normal, and Fine. Ctrl + G will toggle grid's magnetism.
- Holding Ctrl while placing a unit or a piece of road will allow you to snap to the grid temporarily.
- Holding Ctrl while selecting a unit will allow you to rotate it based on where you left-click without having to enter its properties. However this method is not as precise.
- Holding Shift while placing Units or Doodads will disable the placement requirements (this means you can place them anywhere, without any restrictions!).
- Annoyed by the "placement grid" of doodads? Press Shift when you are placing them and it'll enable the "Ignore Placement Requirements" option.
- Instead of placing the current doodad randomly suggested by the editor, deleting it and repeating until you get the doodad you want, you can search through the variations of the same doodad by pressing "." or "," (the dot and the comma of your keyboard).
- Remember the No Fly Zones are situated in the Pathing layer (press H to access it).
- "PgUp" and "PgDn" change the height selected doodads.
- "+" and "-", on the numpad, change the size of a selected doodad.
- Adjust the flow-direction of your water under its properties: you don't want rivers to flow upstream, into your waterfalls.
- You can copy a piece of terrain using Ctrl + C and Ctrl + V. Note that your selection isn't shown, which is why some people don't know it's possible.
- You can use "Alt + ," to flip your selection Vertically and "Alt + ." to flip it Horizontally. You can also combine both.
Data Editor
See Data Editor Tips for more.
- Use the search bars to find and filter stuff for a much easier time finding stuff. However, remember not all things are what you believe they are named.
- When duplicating a unit, only select the Actor check-box.