Miscellaneous Notes
Nuggets of wisdom, with technical details accurate for version 1.16.1


Text Formatting and Colors
Courtesy of DarkenedFantasies


Audio Formats
Starcraft can use 8-bit audio but it won't be compressed. The game works best with the following configurations:
  • Mono 32000hz
  • Stereo 22050hz

Pylon Doodad State
Disabling a pylon’s doodad state does not prevent it from powering other structures. Instead, it causes a game-crashing doodad sprite to spawn and the pylon’s graphic vanishes.

Neutral Units
Units owned by neutral (player 12) can respond to orders issued by triggers, but will not accept ally statuses and can not receive AI scripts. Units given to neutral from another player retain the ally statuses their original owners had, meaning their enemies will automatically acquire them as targets. Neutral units will never attack or react to being attacked in any way, regardless of the previous owner.

Burrowed Units
Burrowed units will not be rescued if owned by a rescuable player and approached by a human. It is still possible to rescue them immediately upon rescuing a town hall, but the circle won't flash below them. If you want to create rescuable units without them 'popping into existence', you can circumvent this by creating the unit as burrowed for a computer player, ordering them to move, and immediately giving them to the rescuable player.

Alternative Player Colors - a non-issue if using custom player colors
138 is the only solid black color. Most, if not all, of the other extended player colors don’t function properly or have noise/graphical corruption associated with their use. Some may cause crashes.

End of Briefing
The standardized ‘End of briefing’ formatting can be achieved by pressing enter twice, followed by ten spaces on the third line.

Text Timing
In game, text created with the 'display text message' trigger action behave thusly: messages 80 characters or shorter remain 4 seconds on screen, +50 milliseconds per additional character when longer.

In briefings, there is a bug associated with the 'transmission trigger' action. After a certain (as-of-yet unknown) duration, text will appear only momentarily before vanishing. Should this happen to your text, the only known solution is to emulate the transmission action with individual 'play sound', 'display speaking portrait', 'text message', and 'wait' actions.

The default length of transmissions is identical to the duration of the wav associated with them. 'Set to' overrides this duration; 'Add' and 'Subtract' modify that default duration.

In-game, transmission trigger actions owned by non-human players (computer/neutral) do not pause their triggers.

iscript Headers
Courtesy of DarkenedFantasies