StarDraft FAQ

Mostly Answered by King Arthur

Updated by SCX

Last Updated: 09/25/99

Last Modified: 06/04/01

Creation: 09/25/99

Total Questions in FAQ: 70



Questions and answers for #'s 61-69 submitted by:
Acolyte57, Defenders-=KG=-, and Skippy.


Please keep this in mind:

StarDraft does work for most people, so please keep in mind that our program does work correctly, and is not giving some people any problems at all.


Also, most content was left unchanged, so a few things may be incorrect. If you have more questions send them to either me, Otak, or another CS staff member. Also, please report any broken links to me (as usual ^^)... I think that is it... Enjoy!
-Otak


Other sources

You can find Campaign Creations' StarDraft FAQ here.
You can also find some technical support here as well.

  1. What is StarDraft?
  2. I can't see a difference when loading StarCraft with the patch loader, and StarCraft normally. What could be wrong?
  3. Does Stardraft work with Spawn versions?
  4. Will the finished version support command line arguments (so you can start it from a shortcut without having to enter a lot of stuff and click buttons etc)?
  5. Can you add additional units (as opposed to only modify exsisting ones)?
  6. Can Heroes be made producable (ie, Protoss train Dark Templars)?
  7. Can any building be made to produce something (say, turrets or bunkers)?
  8. Can SCVs be made to repair Protss/Zerg buildings?
  9. Can Drones and Probes be made to repair things?
  10. Can the speed of units be changed, including the Terran flying buildings?
  11. Can Protoss and Zerg buildings be given liftoff capability?
  12. Can loading capabilities of shuttles be changed?
  13. If you give units new weapon abilities does the computer know how to use them?
  14. Can buildings be given weapon ablities?
  15. Can additional weapon types be created(as opposed to only modifying exsisting ones)?
  16. What happens if someone without the mod tries to join a mod, does the game crash, or are you simply told the version is incompatible?
  17. Can unit's ranks be changed?
  18. Is cheating possible with Stardraft?
  19. My SCVs won't build anything - why is that?
  20. Why does the game crash on me when running a modified version?
  21. Why are the colors on my new graphic screwed up?
  22. How do I get new unit graphics into StarCraft
  23. Can I add graphics/sounds/movies to the game instead of replacing them?
  24. Will source code be released for StarDraft?
  25. Does StarDraft cost anything? What was the Demo all about?
  26. When will add-in utilites be available for StarDraft?
  27. Why are we talking to Blizzard about StarDraft?
  28. Will StarDraft support compressed archives full of patched files?
  29. Can AI's be added?
  30. Can SCVs/Drones/Probes carry different amounts of resources?
  31. How do I change the weapons that a unit uses?
  32. Can Firebats/Zealots/Zerglings be made to fire at both ground and air targets?
  33. Can the units without an attack be made to attack?
  34. Now that I've downloaded StarDraft, what do I do with it?
  35. How does Stardraft work over battle.net? Over Kali? What about custom servers?
  36. When running StarDraft patches, Battle.net tells me my installation is corrupt...
  37. Can any unit be given special abilities?
  38. Can spells be automatically learned by certain units only?
  39. Is it possible to make new units?
  40. Will I be able to create new spells/commands?
  41. What is Arsenal, when will it be released, and who is making it?
  42. I've tried running "Install.exe" or "MPQView.exe" with StarDraft, but it doesn't work...
  43. After running the Patch Loader many times, it will not start at all.
  44. What are .dat files?
  45. How can I make and distribute mod files?
  46. Can any unit be given energy?
  47. Do I have to only use the default transport units, or can I make my own?
  48. Is the CD or the patch_rt.mpq file required to run patched files/StarDraft?
  49. Why are you no longer accepting screen shot submissions?
  50. Can you make new hero units?
  51. Can you change the size of units?
  52. Can you make units regenerate their hitpoints?
  53. Can I make a unit permanently cloaked? (Like the Observer/Dark Templar
  54. I'm playing with the units permanently cloaked, but the computer can see them without detectors.
  55. Can I make any unit a detector?
  56. Can I make units attack with the Nuclear Missile?
  57. Can I give a Terran/Zerg unit shields?
  58. Can I make a unit move that can't? (i.e. Seige Tank)
  59. How do I make a unit invulnerable?
  60. Can I repair units / Zerg Buildings/ Protoss Buildings?
  61. How do I get files like graphics and sounds from the MPQ?
  62. What files are the graphics in?
  63. How can I edit .pcx files?
  64. How can I edit the.smk files?
  65. How do I convert those .grp files to stuff I can edit?!
  66. How do I use these .grp files I edited to replace units?
  67. How can i make a NUKE or any other unit placible in StarEdit?
  68. Where are the campaign maps/sounds?
  69. How do I change stuff in install.exe with StarDraft?
  70. This FAQ doesn't have an answer I'm looking for. What should I do?
  1. What is StarDraft?
    Very simply, StarDraft is a patch loader, in that it will replace any file in the MPQ archive that you know the filename, extension, and directory of. The current version of SD has a MPQ Viewer built in that can extract and edit the existing file from the MPQ archive. Also included are a GRP Viewer, a Self-Running CWAD generator, and Arsenal II. StarDraft uses CWAD files, which are some what like MPQ's or PWAD files from Doom, but compressed (by default). StarDraft also allows plug in programs to extend it's features.
  2. I can't see a difference when loading StarCraft with the patch loader, and StarCraft normally. What could be wrong?
    Unfortunately, any number of things could be wrong:
    • With the newer versions of StarDraft (2.0 or later) you must be running the patches inside a CWAD Archive. If you try to run them using the same subdirectory patching method used for 1.0, the patches will not load. To solve this problem, simply create a new CWAD Archive with the CWAD Manager, provided with StarDraft 2.0 and above. This CWAD Manager will allow you to utilize Windows 95's Drag and Drop interface in order to easily create a compressed archive with all the file replacements in one location.
    • If the file was originally in a subdirectory inside the MPQ archive you extracted it from (for example, weapons.dat is in the "arr\" subdirectory of StarDat.mpq), you will need to right-click on the file inside the CWAD archive and then chose to rename the file to "arr\weapons.dat" or whatever the appropriate subdirectory prefix would be.
  3. Does Stardraft work with Spawn versions?
    Although it hasn't been tested on Spawned versions, there is no reason I can think of that it wouldn't work properly. It has been tested over Battle.net (which is where almost all Spawned games take place) and it works fine there, so long as both people are running the same version.
  4. Will the finished version support command line arguments (so you can start it from a shortcut without having to enter a lot of stuff and click buttons etc)?
    StarDraft will not support command line arguments.
  5. Can you add additional units (as opposed to only modify exsisting ones)?
    There is no knowledge on how additional units can be added, thus StarDraft can not do it. However, there are several unused units that may be taken advantage of, such as units like Raszagal and Mengsk.
  6. Can Heroes be made producable (ie, Protoss train Dark Templars)?
    Though it is possible through exe hacking, StarDraft does not support this to prevent a new area of hacking over Battle.net.
  7. Can any building be made to produce something (say, turrets or bunkers)?
    This also can not be done to prevent cheating.
  8. Can SCVs be made to repair Protss/Zerg buildings?
    No.
  9. Can Drones and Probes be made to repair things?
    No.
  10. Can the speed of units be changed, including the Terran flying buildings?
    A plug in program named ICE is indevelopment that will edit the iscript.bin file to allow changes in unit speed.
  11. Can Protoss and Zerg buildings be given liftoff capability?
    No.
  12. Can loading capabilities of shuttles be changed?
    Yes. The limitations are, however, that only 8 units can be displayed as in the shuttle when you click on it (or in the Bunker, Overlord, Dropship)... even though you can have up to 255 units in a transport at one time... (1 dropship with 255 wraiths seems... evil :) You are also limited to placing units in the bunker that have a specific bunker wireframe stablished already. Once you get over 8 units, you have to select the Unload All button. Unloading by portrait won't work after you release the first 8 - it won't update the portraits to show the rest of the units. For some units you may have to add/correct images in the various ???wire.grp files in the MPQ archive. Tranwire.grp is the one I think you will most likely need to change.
  13. If you give units new weapon abilities does the computer know how to use them?
    In all of my testing the computer has attacked as viciously as before with the new weapons I assign units. They will attack with anything that they can. Even when adding that additional weapon to the ghost, it will use one as its ground weapon, and the other as the air weapon. With SCUnit, some people have been able to add weapons to units that never had them. However, you have to make use of weapons already defined in weapons.dat, I believe.
    • The unit graphics would need to have attack animations added in the appropriate spots
    • The sprites.dat file (or the animation file - wherever it is) would need to be chaged to allow the attack graphics to be displayed for that unit.
    • Commands would need to be changed - either in orders.dat or the EXE (wherever they turn up) to add the attack command to the unit's commands.
    • The right-click commands might need to be changed... but I don't know if Blizzard even put them in anywhere - they could have simply hard-coded that any unit that doesn't have an attack command automatically uses his move command, and that any unit with an attack command automatically attacks if you right-click a unit, rather than define them for each individual unit like Warcraft II did. I think the right click commands are now defined in orders.dat
  14. Can buildings be given weapon ablities?
    Nope. Except for the buildings that already have the weapons (Spore colony, Sunken colony, Missile Tower, Photon Cannon) only units originally given attack abilities by Blizzard can be made to attack. See the above question's answer for information on how you might go about adding attack abilities to units.
  15. Can additional weapon types be created(as opposed to only modifying exsisting ones)?
    No.
  16. What happens if someone without the mod tries to join a mod, does the game crash, or are you simply told the version is incompatible?
    The person who "offends" Battle.net first is dropped from the game, and this continues until either one player is left, or the last group of people all have the mod. This is because of a desyncing error that Battle.net reports. If one person's game says that it can attack much faster than before, and with a new weapon, and the other person's game doesn't, Battle.net treats this as a syncing problem and drops whomever causes the game to desync first. So you can play with people with out the mod - but the second you try out something exclusive to your Mod, the game will crash. That includes if the person who doesn't have the Mod tries to attack _you_ (the person with the mod) with units that they haven't modified (but you have). If all the changes you have made are just strings or graphical changes, no desyncing error should result. In general, it is only changes made to unit statistics/abilities which cause a desync.
  17. Can unit's ranks be changed?
    Yes, I have found the section in the units.dat file that allows this to happen. Ranks cannot be changed during the game, however.
  18. Is cheating possible with Stardraft?
    I am not going to lie to you - yes it is. However, if you are careful you don't have to worry about it. First of all, all people in a multiplayer game must be running the same versions of the modified files. If they aren't, then the person who causes the games to desync (because one rate of fire, for example is different in one dat file then the other) will be dropped from the game. In 90% of cases, this will be the person attempting to cheat. However, if the person who doesn't have the modified files tries to attack you with a unit that you have modified the stats of, he will be dropped from the game.
    You can change the default stats of any unit/building in the game, and in doing so give the appearance of cheating. However, for things to work properly, you both have to have the modified files... So fortunately Battle.net makes cheating very difficult in that respect. Another thing - have some common sense. You don't have to play with anyone using modified StarCraft files. In fact, I wouldn't reccomend doing so unless/until they explain to you what changes have been made. Otherwise, you could be credited with a disconnect if you cause the server to drop you from the game. We have not found any instances of where one person can play when using modified files against a person who isn't and not be dropped when they do something that requires information that was modified.
    Blizzard will probably not be too helpful, either, to people who are credited with disconnects because they are dropped from a modified game that they didn't have the files of, or if they lose to a person because they weren't aware of the modifications they were using. The same is true of Camelot Systems... we just made programs that were intended to make Total Conversions and other improvements, etc possible. The results of cheating are beyond our control and are not our responsibility to worry about.
    If you are suspicious of modified files people are sending you, and fear that you may be disconnected, please keep in mind that you can still play regular StarCraft, even with patched files on your computer, just because of the nature of the patch program.
  19. My SCVs won't build anything - why is that?
    If you set the weapon of the SCVs to something other than what they were originally given, then you may find that the SCVs are in fact killing their own buildings as they create them. That's because technically the blue sparks that you see are part of the SCV's attack sequence, and so if you modify them, flags that the SCV may have on its regular weapon to disable damage when building could be missing when you copy over another weapon on top of it.
  20. Why does the game crash on me when running a modified version?
    More than likely you have a modified file that has either a variable set to an invalid value, or a file saved in the wrong format. To correct this, either extract the original version of the file from the StarDat.mpq archive, the patch_rt.mpq archive, or the Install.exe archive on the CD, and make your modifications one at a time, testing each after you make it until you find the source of the problem, or you can try saving the file in an alternate/correct format.

    If you are using a CWAD that contains wav or smk files the game may randomly crash as well. Unforuntately, there is no fix for this so wav and smk files must be used out the CWAD.

  21. Why are the colors on my new graphic screwed up?
    Our affiliate Campaign Creations has an indepth guide to graphic editing.
  22. How do I get new unit graphics into StarCraft
    New graphics are enter the same way any file is, by using the same directory path as the file being replaced. However, each graphic file has certain rules that make it valid, and so you can't just use any graphic file. See the above question for tutorials on making graphics for StarCraft.
  23. Can I add graphics/sounds/movies to the game instead of replacing them?
    Graphics can be added as can .wav and .smk (movies and portraits) files. However, StarDraft may crash Starcraft when using a CWAD with custom .wavs or .smks.
  24. Will source code be released for StarDraft?
    This question was originally posed by StarHack, and then re-iterated several times by programmers interested in seeing how we implimented StarDraft. I can tell you this - that StarDraft is not an MPQ importer - it simply allows you to run patched files off of a subdirectory on your hard drive (one subdirectory per copy of patch loader) as if they were part of the MPQ archive. This does have its advantages, however, since you can still play the original game. In any case, Camelot Systems has no plans to ever release the source code to StarDraft. Source code and/or file specs will be released for each of the add-in utilities that will be published by Camelot Systems following the release of StarDraft.
  25. Does StarDraft cost anything? What was the Demo all about?
    No, StarDraft and all of its associated add-ins are/will be free. In fact, all software available from Camelot Systems is made available to everyone without cost or obligation. The StarDraft Demo was created to wet the collective appetites of TC creators and StarCraft fans alike, demonstrating that as tough as the MPQ archive might appear at first, the capabilities do/will exist to impliment most reasonable changes. The Demo was not time-limited, but was restricted to loading/patching only files with the .pcx or .wav extension.
  26. When will add-in utilites be available for StarDraft?
    Currently Arsenal II is a built in program that allows the customization of units, weapons, and a few other things. ScAiEdit, a AI editor for SC, can be downloaded and run as a independant program. ICE, a iscript.bin editor, will be released soon with the next version of StarDraft.
  27. Why are we talking to Blizzard about StarDraft?
    Shortly after we first were able to load patched files, Merlin, Moneran, and I realized that cheating might be possible if you modified some files contained in the MPQ archives. We therefore contacted Blizzard to ask them for file names and/or extensions that we should not allow modification of. We sought only to help keep Battle.net intact and the Ladder system from collapsing, not to limit per se what everyone could do. After extensive testing on Battle.net and in Single player games, we determined that Battle.net cheating will be limited to players playing with the same patched files, and in Single player games, the cheating possibility already exists through cheat codes.
  28. Will StarDraft support compressed archives full of patched files?
    StarDraft versions 2.0 and higher have support for CWAD Archives (Compressed WAD files). These CWAD files are far more advanced than the previous version of patching. They not only provide compression, but a drag and drop interface to creating your own CWAD files just like Windows Explorer does. The compression is equivalent to that of a ZIP file, and they ease the distribution of a large TC. (It can be placed in one or more CWAD files instead of subdirectories). You can load multiple CWAD files at one time with the Patch loader, provided that they are all located where your current copy of ploader.exe is stored.
  29. Can AI's be added?
    Yes, ScAiEdit, by Dark Knight, allows custom AIs to be made and used in SC.
  30. Can SCVs/Drones/Probes carry different amounts of resources?
    I have a few theories on this one. In Warcraft, there was a section of the EXE which had the values in it for the amount of resources that one peon or peasant could carry, and the various upgrade values. So one theory would suggest that these values are in the EXE somewhere. Another theory would suggest that the values for the amount of minerals and gas they can carry are in the Units.dat file somewhere. There are many variables in there that have an unknown use, and one of them very well could be the amount of resources carried.
  31. How do I change the weapons that a unit uses?
    Arsenal II is very straight forward. Once the program is running, select your unit, hit the weapons tab and select from the dropdown list of available weapons. Note that some units can not use certain weapons (namely melee units) because of animation script properties.
  32. Can Firebats/Zealots/Zerglings be made to fire at both ground and air targets?
    Giving air attack abilities to these units seems to work in most cases - and from what I have heard from users of Arsenal and/or SCUnit. I haven't tried doing it myself, however, so I don't know many specifics about it except that you must change the attack type to be either air or air and ground.
  33. Can the units without an attack be made to attack?
    Aresenal II supports this.
  34. Now that I've downloaded StarDraft, what do I do with it?
    I have gotten this question many times by many people. The cause for it is my fault, really. We should have called it StarDraft Patch Loader instead of StarDraft. People are assuming that it is identical in use to WarDraft - and that is just not the case. A more appropriate way to think of it is like a command-line utility for StarCraft that lets you load custom files into the game (sort of like Quake does and Doom did). In order to get access to the files stored inside the MPQ archive, you will (for now) have to download either MPQ View or Storming utilities, both available from StarCraft.org and StarHack. Camelot Systems should be publishing a special edition of MPQ View to be used with StarDraft and to make the editing process much more smooth.
  35. Does Stardraft work over battle.net? Over Kali? What about custom servers?
    StarDraft doesn't attempt to control cheating or disconnecting or anything of that nature when you are connected to any online gaming service. Battle.net has the ability to check the time, date, filename and size of map files played over Battle.net, so any maps that have been "tweaked" for custom ladder play (i.e. they appear Blizzard made when they aren't) won't be used by StarCraft as a Battle.net ladder game. It is unknown at this time whether Kali has a similar checking alogiithm, and the implimentation of such a thing would be up to the individual responsbible for maintaining their own custom servers, running something like bnetd.
  36. When running StarDraft patches, Battle.net tells me my installation is corrupt...
    This is the result of either a bug in StarCraft or in StarDraft. We haven't sorted out which is causing yet, or how to fix the problem inside the program to stop it from happening again. I have had this happen to me about 5-10 times I have tried to log into battle.net while running StarCraft from ploader.exe It informs me when I try to connect to battle.net that my StarCraft installation has become corrupt and that I need to re-install from the CD and download the patch files over again. This is not necessary, however. If you simply "Terminate" StarCraft with the button on StarDraft's panel, and then try restarting several times, that should remove the problem. If it doesn't, try starting StarCraft normally (without the patch loader) and then logging into Battle.net Assuming you can get in - which shouldn't be a problem - then disconnect from the non-patched StarCraft Battle.net, and then re-log into Battle.net with the patched version again. Repeat as necessary.
  37. Can any unit be given special abilities?
    Though we have the knowledge to do this with exe hacking, it is also not done to prevent cheating.
  38. Can spells be automatically learned by certain units only?
    Yes. Rather than have spells researched by default, you will be able to make spells known to specific units. Actually, by doing this you are technically making the unit a "hero", as heroes by default have all spells/special abilities researched. You can make any unit a "hero" by using SCUnit.
  39. Is it possible to make new units?
    Not without a lot of hard and very time consuming work - something that even I can't do yet. The easiest thing now is to simply replace existing units - I know that can be a pain after a while - but the heroes can be replaced without problems... and although they can't be trained, that's ok, because the computer can't train them either.
  40. Will I be able to create new spells/commands?
    Without knowing the format of orders.dat, or of the command structure inside the EXE, it is not possible at this time to add new commands, spells, or special abilities. It is difficult enough just trying to replace them.
  41. What is Arsenal, when will it be released, and who is making it?
    Aresenal is in it's second (and last) form and included with StarDraft. It is a unit/weapon editor designed by King Arthur. You can find a guide to Arsenal II here.
  42. I've tried running "Install.exe" or "MPQView.exe" with StarDraft, but it doesn't work...
    StarDraft version 1.0 (Full) is right now no more than a Patch Loader, which allows you to load customized files into StarCraft without importing anything to the MPQ files, or making any permanent changes to StarCraft. All that is required is placing all replacement files inside the "patch" directory of wherever you have downloaded and extracted StarDraft to, and having the correct file names and subdirectory locations for each file. Files without the proper name and directory location will not be loaded as replacements for files inside the MPQ archives.
    An example of what you would do with the first sample modification I made (weapons changes):
    Determine the location of ploader.exe (StarDraft Patch Loader). Once you have found its location, create a directory called "patch" if one does not exist. Inside that directory, you should extract all of your files that you will edit with MPQ View, selecting "Keep Structure" and selecting the Patch Directory if you extract multiple files, or choosing the Save filename and directory if you are extracting only a single one.
    If you are running a replacement that someone has already created, you will need to determine its original location inside the MPQ archives so that it can be replaced properly. To do this, run MPQ View and set the filter option to the extension of the file to be replaced. Scroll down the list until you find the correct filename, and then make note of the subdirectories before the name. You will need to recreate these names (and directory structure) inside the CWAD file that you use to make the changes with.
    For example, say I wanted to run the new weapons.dat file that I had just downloaded from Camelot Systems' page:
    After reading the instructions, i determined that the original folder that weapons.dat was in was the "arr\" directory. That means I must change the name of a weapons.dat file that I drag into a CWAD archive. By default, its name is identical to whatever you dragged it in as - that is to say, it does not automatically identify the file and rename it for you. So, I would have to right-click on the weapons.dat file, select rename and then call it "arr\weapons.dat"
    Now to run the patch, I simply start the StarDraft Patch Loader (ploader.exe from the patch loader directory) and then locate for the program the location of either "StarEdit.exe" or "StarCraft.exe".
    Do not attempt to run any other exe program with StarDraft's patch loader - nothing will happen.
    I also have to then select the appropriate CWAD from the list of CWAD's in the same directory as the Patch Loader. You can select just one or any/all of them if you want.
  43. After running the Patch Loader many times, it will not start at all.
    I have run into this problem several times when testing out mods... it seems that if I ran a lot of mods (like over 100 or so - I don't know how many exactly) StarCraft would stop running completely... either from the regular StarCraft.exe, or the Patch Loader running it. It may simply be a StarCraft problem, however, and not something caused by StarDraft.
  44. What are .dat files?
    ".dat" files are data files (duh!) that StarCraft uses to obtain default statistics, unit characteristics, weapons statistics, sounds and images to load, etc.
  45. How can I make and distribute modified files?
    You can send your CWAD file to anyone with StarDraft for them to run or you can create a Self-Running Patch Loader which will run all your changes without StarDraft and much faster.
  46. Can any unit be given energy?
    Yes, any unit in the game (so far as I know) can be given an energy status bar. I believe all energy starts out at 50, and raises to 200 until upgraded, if there is an upgrade available for that unit/building. Hero units will usually end up starting with full amounts of energy, and upgraded to 250. Some people have had problems with SCUnit if they give a unit energy and permanent cloak, the energy either does not appear or begins to drain. This may be a problem with StarCraft and nothing we can fix.
  47. Do I have to only use the default transport units, or can I make my own?
    Well... yes and no. Other units can be given the Transport ability. However, the status boxes of units do not change when other units are placed inside of it. (In other words you can't see the portraits of units in there and click on them to release them). The only way to get a unit to go inside of a new transport is to have the regular unit right- click on the transport and move to it. Moving/right clicking the transport on the normal unit will not load the unit. Capacity of the new transports can be set as well. Each unit can carry up to 255 other units (assuming all have a food value of 1). The only real usefulness of making new transports is to avoid giving another player a large kill score - you might want to ditch all your SCV's inside of a new transport if you have too many, for example. Not exactly the most useful thing - yet. All that you would probably need to do is find the remaining stat (that puts the unit's wireframes in the transport's status box) and add the load/unload commands.
  48. Is the CD or the patch_rt.mpq file required to run patched files/StarDraft?
    Since the CD is required to run StarCraft, the CD is also required to run StarDraft, even if you replace every single file on the CD... the names must exist in install.exe, or the appropriate MPQ archive... otherwise the replacement files will not be loaded. This is good though, because it means that people can't create NOCD hacks with our software. :)
  49. Why are you no longer accepting screen shot submissions?
    The reason for this one is simple, but the results do not make me happy. Neither Warzone.com nor Hotmail will accept the huge amounts of files that people are sending me, especially because of the large file size of these screenshots. (My email box exploded to 10 meg today - I have a 2 meg limit). Unfortunately, because of the onslaught of huge files in my email account, I do anything to my email account(s) until I deleted these files - without even opening them up to save them. As a result, future screen shot submissions will, sadly, have to be turned down.
  50. Can you make new hero units?
    You can make units that aren't currently heroes into heroes - that is definately possible. However, making new heroes from scratch is nearly impossible. SCUnit enables you to make any existing unit into a hero.
  51. Can you change the size of units?
    Yes, Arsenal II will let you change units' size from Small all the way up to very large. (So tanks can squeeze through canyons, and Marines can be fat. :)
  52. Can you make units regenerate their hitpoints?
    Yes, Arsenal II allows this as well.
  53. Can I make a unit permanently cloaked? (Like the Observer/Dark Templar
    Another yes.
  54. I'm playing with the units permanently cloaked, but the computer can see them without detectors.
    This can happen if you give the unit the cloaked property, but not the "hero" property checked. if you don't check it, then it basically means that the abilities it has are not by default researched, even thought it looks cloaked to you. To fix this, either check the "hero" tag, or research the cloak ability for that unit.
  55. Can I make any unit a detector?
    Yes.
  56. Can I make units attack with the Nuclear Missile?
    A lot of people have problems with my old answer to this question - in fact, it was this question's answer that prompted me to update the FAQ. Many people argued that since the Carrier and the Reaver both had units which they carried (and subsequently attacked with) that you could therefore substitute the Nuclear Missile in their place. While this is true, it requires that you change the commands (I think) to produce a Nuclear Missile instead of a Scarab or an Interceptor. The Ghost, a forum regular, claimed to be able to make units fire a Nuke, but he never told me how.
  57. Can I give a Terran/Zerg unit shields?
    Yep, Arsenal II can do this too.
  58. Can I make a unit move that can't? (i.e. Seige Tank)
    This may be possible when ICE is released.
  59. How do I make a unit invulnerable?
    Thankfully this can also be done. The unit will still have the same # of hitpoints that you assign it, but no unit (that I have been able to find) can attack it or cast spells or use special abilities on it at all. This is a flag that you can choose in Arsenal II. All units that attack it will display an error message when they try to kill it.
  60. Can I repair units / Zerg Buildings/ Protoss Buildings?
    This is another flag in Arsenal II that will enable you to repair these buildings with an SCV. However, making these units either Mechanized units or Buildings makes them vulnerable to spells that affect that group of units/buildings.
  61. How do I get files like graphics and sounds from the MPQ?
    Get the seperate program MPQView or use the MPQViewer inside StarDraft.
  62. What files are the graphics in?
    The files ending with .grp are the in-game graphics, the files ending in .pcx are the still screen graphics (Briefings, Defeats, etc) and the files ending in .smk are the Smacker files, which contain the portraits and the cutscenes.
  63. How can I edit .pcx files?
    Use any paint program. PCX files have been a standard for a long time and almost every decent paint program is able to edit it. A good example is Paint Shop Pro, available from Jasc.
  64. How can I edit the.smk files?
    A full range of tools for use with the SMK standard are available from Rad Game Tools. This includes a Graphics Processor which can make movies (AVIs, FLCs, etc) or single files (GIFs, BMPs, JPGs, etc) out of SMKs you took from the game and a Smacker which can make SMKs out of movies or files you feed it.
  65. How do I convert those .grp files to stuff I can edit?!
    The most-used program is RetroGRP, made by RetroActive. It is available from Campaign Creations here.
  66. How do I use these .grp files I edited to replace units?
    First you open the CWAD part of StarCraft. Then start a NEW archieve. Next you open MPQVeiwer and find the .grp file of the unit you wish to replace, these names are alot of times different from the unit's name, so you may have to experiment.(for example a Wraith is in unit\terran\phoenix.grp). Then goto back the the CWAD program and drag and drop in your .grp file(s). Rename them to the EXACT(include the directory in the file name so name a wraith one 'unit\terran\phoenix.grp') same one you saw in the MPQ and them, run StarCraft with ploader, click you archive name and violoa.
  67. How can i make a NUKE or any other unit placible in StarEdit?
    You can find a tutorial on using the Emerald Aspect effects at Campaign Creations.
  68. Where are the campaign maps/sounds?
    They're in install.exe on the CD. Extract them like you would StarDat.mpq. The maps are the .chk's.
  69. How do I change stuff in install.exe with StarDraft?
    The same way you change stuff in StarDat. You don't need to do anything fancy at all.
  70. This FAQ doesn't have an answer I'm looking for. What should I do?
    Ok, there are a number of things you can do before the inevitable happens - you panic.
    If you've read everything in this FAQ, check the Help menu of either StarDraft Patch Loader or the CWAD Manager if you haven't already. Click on the Documentation menu item.
    You can also look to our affiliates, Campaign Creations for StarDraft help.
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