SCAIEdit II Tutorial (3rd Release)
© 1999 by SCEditor ([email protected])


Index

Foreword
FAQ
- What does SCAIEdit II do?
- Is it a programming language or what?
- Does it cost anything?
- What are the AISCRIPT.BIN, BWSCRIPT.BIN
and STAT_TXT.TBL for?
- What is a IAF file?
- What is a ASC2 file?
- What is a CWAD file?
- What is StarDraft?
- Why doesn't my script build what I tell it to build?
- I see all other scripts in StarEdit, but why doesn't my
script show up?

- What do the SPAWN opcodes do?
- What are all these UNK opcdes for?
- What are the other programs shipped with
SCAIEdit II pre-release III for?
I. Needed software
- WinZip
- Brood War
- SCAIEdit II
- StarDraft
II. Installing all software
III. AI Scripting with SCAIEdit II
- General points
- SCAIEdit II interface
- Adding a new script
- Creating a new script
- Editing a script
- Saving a script
- Other functions
- ASC2 files
IV. StarDraft
- Adding the files to the CWAD
- Using the scripts
- Hints
V. Advanced techniques (by Lava)
- Expand
VI. Using multi races
- Needed software
- Making scripts
- StarDraft
- Using it in StarEdit
- Example scripts and maps
Appendix 1: Reading ASC files
Appendix 2: Avoiding problems/Debugging
Appendix 3: Getting help

 

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Foreword

Welcome to the tutorial for pre-release III!
This is the third time I'll work on my tutorial, after doing one for pre-release I
I didn't have to do much changes for pre-release II. Now pre-release III's out, so
I had to redo a good part of it and I have added some more stuff to it, like the
Advanced techniques section which has been written by
Lava.

The SCAIEdit II part has been completely written new. The other parts - installing
and StarDraft - haven't been changed 'cause you still do it like the way that is
described ;) Oh, and I have added the Multi-race tutorial to it...

Please send me comments to this tutorial to [email protected]! Also, if you think
something should be added to it or changed, send it along and when I'll take it to
the tutorial, you will get full credit for it.

 

FAQ (Frequently Asked Questions)

Q = Question
A = Answer

Q: What does SCAIEdit II do?
A: SCAIEdit II is a tool to modify or add AI scripts to the strategy game StarCraft
by Blizzard Entertainment. It can be used in singleplayer and multiplayer mode of
of StarCraft, execept both players must have the same CWAD containing the script(s).

Q: Is it a programming language or what?
A: SCAIEdit II is very user friendly, and no, it isn't a programming language. It is
an easy to use program which lets you edit StarCraft's AI scripts in a way everybody
should be able to understand.

Q: Does it cost anything?
A: This program is for free, all software shipped with it (ASC2edit II and ASC-->ASC2
converter) is also free for use for you and cost you absolutely nothing.

Q: What are the files AISCRIPT.BIN, BWSCRIPT.BIN and STAT_TXT.TBL for?
A: These files contain the information on the AI scripts for StarCraft. SCAIEdit II is able
to edit them. In this case, the BIN files contain the real information on the scripts, the
STAT_TXT.TBL marks scripts and gives them their names. BIN files can't exceed 65535 bytes,
so that's the reason why the BWSCRIPT.BIN has been created. However, modifying the
scripts successfully and using them in StarCraft is only possible when all three files are
edited.

Q: What is a IAF file?
A: IAF means Importable AI File. This is the format used by SCAIEdit II to copy single
scripts.

Q: What is a ASC2 file?
A: ASC means AI Script. In this case, the file format is the second ASC format, called ASC2.
The earlier SCAIEdit versions (SCAIEdit I) used ASC files to save script information. The
old ASC format was missed by so many people that it has been brought back. However,
some commands have been changed and added what is the reason why you never should
directly import a ASC file in SCAIEdit II. If you don't want to change it all manually, use the
ASC ---> ASC 2 converter (by SCEditor) shipped with SCAIEdit II pre-release III.
This tool also checks if the scripts is closed correctly and adds another new important
commands to it.

Q: What is a CWAD file?
A: CWAD means Compressed WAD. It is the file format used by StarDraft (by Camelot
Systems) to store files for temporarily patching StarCraft and the StarCraft map editor,
StarEdit.

Q: What is StarDraft?
A: StarDraft (by Camelot Systems) is the one and only program to temporarily modify
StarCraft, i.e. to patch it. For information, on how to get it, click
here.

Q: Why doesn't my script build what I tell it to build?
A: You need to start your script with the following 3 lines:

All unit count values reset to 0
? Correct behavior ? (UNK[BEHAVIOR]
? Allow building ? (UNK[BUILDING]

Q: I see all other scripts in StarEdit, but why doesn't my script show up?
A: Be sure to set the right script flags. The right flags are 'Script runned in a location' and
'Only available in Brood War'. You musn't check 'Inivisible in StarEdit' in order to see your
script and to choose it.

Q: What do the SPAWN opcodes do?
A: They have to do with creating units, however we aren't sure exactly how they work.
Until we figure out how they work, just use the TRAIN ocpde.

Q: What is the difference between the TRAIN and the BUILD opcode?
A: TRAIN is used to create units like Marines. BUILD is used to create buildings, however,
workers (SCV, probe, drone) are also handled as buildings, so you have to use the BUILD
opcode to create workers and buildings, the TRAIN opcode to create all other units.

Q: What are all these UNK opcodes for?
A: In this case UNK means UNKNOWN. We don't know them, if we would knew them they
would have a real name. However, some of them should be put to the script, read
the FAQ question
Why doesn't my script build what I tell it to build?.

Q: What are the other programs shipped with SCAIEdit II pre-release III for?
A: The program ASC2edit II (by SCEditor) is a program to create and edit ASC2 files.
It has a completely different interface than SCAIEdit II pre-release III, so if some people
don't like the interface of pre-release III, they maybe will use this program. However, it
doesn't directly write the StarCraft AI files (AISCRIPT.BIN, BWSCRIPT.BIN and
STAT_TXT.TBL). It generates ASC2 files which can be imported to SCAIEdit II to make
further changes or to save the necessary files. You find more information on it in the
part of the tutorial treating it.

The ASC ---> ASC2 converter (by SCEditor) is able to convert old ASC files to the new
ASC2 files. If you want to know more about ASC/ASC2 files, read the FAQ question
What is a ASC2 file.

 

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I. Needed software

1. Winzip
You will need a program to decompress the ZIP file SCAIEdit II
is in. I recommend to visit
http://winzip.com to get a shareware
copy of Winzip, the best I know at the moment!

2. StarCraft Offical Expansion Set Brood War
SCAIEdit II hasn't been made for StarCraft Retail, so be sure to
have the Expansion Set Brood War!

3. SCAIEdit II
Oh well, I think you have it already or you already know where
to get it. If not, go to the
Offical SCAIEdit WebSite, click on
'Downloads' on the left and get it!

4. StarDraft
This program was made by Camelot Systems. If you haven't got
it already, go there and download the StarDraft version for YOUR
StarCraft/Brood War version!

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II. Installing all software
It should be easy for you to install WinZip, Brood War and
StarDraft because they are in EXE format but SCAIEdit II is
in ZIP format. So if you don't know what to do, just follow this step -
if you know you can skip this:

At first, start WinZip. Click on the button named Open. Select the
directory you saved SCAIEdit II and open the archive (usally named
scaiedit_ii_pr.zip). You should now see the filenames included in the
archive. To extract SCAIEdit II, click on Extract. A new window appears.
I recommend to create a folder in C:\ named AIEdit (click on New folder).
It's just because if you want to copy files etc., the directory is one of the
first in the list. Before you extract, be sure that All files on the left is selected.
Now you start the extraction progress by clicking on Extract!

I highly recommend to create shorcuts on your desktop for all needed
programs!

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III. AI Scripting with SCAIEdit II

 

General points
This contains only a few points at the moment which are useful to know:

Attack order
The attack order should be as follows:

..... Add your units with Add <Byte><Unit> to attacking party
GROUP ATTACK PARTY
ATTACK[0xE] WITH THE PARTY
ATTACK[0xB] WITH THE PARTY

Build opcode
You have to put the SET GENERAL COMMAND TARGET opcode
after every BUILD opcode!

Creep Colony/Spore Colony/Sunken Colony
Just for you to know: Every Spore/Sunken Colony also counts as
a Creep Colony! Also, if you want to have a lurker/guardian, you
first create a hydralisk/mutalisk!

Multi-race AI scripts
Yes, that's possible. Read the part
Using multi races for more
information on it.

Script end
Always finish the scripts correctly by putting STOP CODE SECTION or
a GOTO order!

Workers/Overlords
Workers (SCVs, Probes, Drones) and Overlords are considered as buildings.
Be sure to use the Build opcode to produce workers and Overlords and to set GENERAL COMMAND TARGET after every command!!

Now start SCAIEdit II by clicking on the shorcut or by running
SCAIEDIT.EXE in the directory you created.

SCAIEdit II interface
The big white area you can see is the area in which the script lines
will be shown.The pull-down box under the menu bar
lets you select all scripts included in the AI script file we load in the next
step (and the file you'll use later). Script Line at the left bottom shows the
actual script line - useful for the Goto opcode and other opcodes. Ok, now
open the File menu and click on Load all necessary files...Select the files
AISCRIPT.BIN (1st window), BWSCRIPT.BIN (2nd window) and
STAT_TXT.TBL
(3rd dialog). These files were extracted from the BROODAT.
MPQ
delivered with Brood War.

The menu bar should be self-explanatory, if you don't know what a specific
button is useful for, wait with the mouse cursor until a tooltip appears.

Adding a new script
You now can see that the pull-down box under the menu bar shows the scripts
that are inside the AISCRIPT.BIN and BWSCRIPT.BIN. Maybe some of them are
new to you, that's simply because they have the flag Invisible in StarEdit which
makes that they aren't placeable without some changes.

Click the right mouse-button in the area the script lines are shown and select
Create new script. The new window is called Add new script. Now think of the
name of the script you want to create. Write it into the field Script Name. This name
will be shown in SCAIEdit II and StarEdit (StarCraft Campaign Editor).

Ok, this part is done. Now we come to the Script Identifier which should be related
to the script name, for example the Script Name is Terran Simple Marine Rush, the
Script Identifier should be Mrsh (Marine rush) or Tsmr (only the first letter of every word).
The Script Identifier is internally used by StarCraft, so you can't have two scripts with the
same Script Identifier in one AI script file.

For now, the Flags and the Default script begin should not be changed. If you want to
make a campaign or add more than 1 or 2 scripts to a AI script file, you should check the
Stocked into bwscript.bin box. If you have read the SCAIEdit II FAQ on the
Offical SCAIEdit
WebSite
, you should already know what the difference between AISCRIPT.BIN and
BWSCRIPT.BIN is, but if you haven't, this is a the summary: BIN files can't exceed 65535
bytes (AISCRIPT.BIN is around 56K), so the BWSCRIPT.BIN has been created. If SCAIEdit
should ever delete lines/script reasonless at saving, stock scripts into BWSCRIPT.BIN!

That's all by now. Go to Editing the script if you want to start or read Creating new
scripts
!

Creating a new script
Ok, I've not problems anymore, and the Lecture au delà de la fin de fichier means
Reading beyond the end of the file. I will now describe to you how it works:

First, select File, New AI Script file or click on the first menu bar button. Now you
have to select a STAT_TXT.TBL. I recommend that you extract the file again from
the SCAIEdit II archive, then select this file to create a new AI file.

Then add a new script and delete the first script Delete this script after you're done.
Make your script and save. This time, you will only be shown two windows, in the
first window, select/type AISCRIPT.BIN and in the second one select/type STAT_TXT.TBL.

However, if the second window should ask for save BWSCRIPT.BIN, save as described
in Saving a script.

Now click on File, Load necessary files. In the first window, you have to load AISCRIPT.BIN,
in the second window, it says you should select BWSCRIPT.BIN, but select the AISCRIPT.BIN
for a second time! In the third window, just select the STAT_TXT.TBL you selected when
you created the new AI script file. Now save the script like described in Saving a script.

For further times, just load the scripts like: 1st window - AISCRIPT.BIN, 2nd window -
BWSCRIPT.BIN and 3rd window: STAT_TXT.TBL. This is how you should load every
regular AI script file.

Editing a script
Just select the script you want. Right-click in the area the script lines are shown.
- Add a line, just as the name says - adds a line to the script. It will be added under
the selected line, for example:

BUILD TERRAN SCV UNTIL IT COMMANDS 7
BUILD TERRAN SUPPLY DEPOT UNTIL IT COMMANDS 2
SET GENERAL COMMAND TARGET

The italic line is the selected one at the time you want to add a script line. If you
now insert the opcode SET GENERAL COMMAND TARGET (which should be after
EVERY build command, refer SCAIEdit II readme), the example would be like that:

BUILD TERRAN SCV UNTIL IT COMMANDS 7
SET GENERAL COMMAND TARGET
BUILD TERRAN SUPPLY DEPOT UNTIL IT COMMANDS 2
SET GENERAL COMMAND TARGET

However, the new listbox where you select the opcodes doesn't contain the real
names of some of them but shortcuts. If you can't find a opcode, just ask somebody ;)

Another way to add a script line is to type in the ASC2 command in the edit field right
from Add a line. If you don't know the ASC2 commands, click on Open Command List.

Or select the opcode in the listbox and type in the parameters in the other fields.

 

Saving a script
Before we come to the StarDraft part, make sure you save the AI script file correctly:
I recommend to create a new folder for every scenario or campaign you want to use
your custom scripts!

Just overwrite the AISCRIPT.BIN, BWSCRIPT.BIN and STAT_TXT.TBL in the folder
the actually loaded script is in, like that: 1st window - select AISCRIPT.BIN, 2nd window
- select BWSCRIPT.BIN and 3rd window - select STAT_TXT.TBL. This isn't right if you just
created a new AI script file! See the own part for more information!

 

Other functions
SCAIEdit II pre-release III has some more functions which are useful:

- Copy/Cut/Paste before, after/Move script line up, down
These are script editing commands and should be self-explanatory.

- Importing/exporting IAF files
IAF means "Importable AI File". Importing or exporting should be
easy for you to understand, only thing you have to know is that
sometimes, script names don't show up correctly. To correct this,
use the 'Rename script' function of SCAIEdit II.

Another very important point when you import an IAF, is to check
if 'Script runned in a location' (doesn't it have to be 'ran'?) and 'Brood
war script' (because SCAIEdit II uses much Brood War only opcodes).

And if you want to see/choose your script in StarEdit, you musn't check
Inivisible in StarEdit.

- Changed IAF format
Unfortunately, SCAIEdit II's IAF format has changed in pre-release II (not III), so that the old ones can't be used any more but the new format is better:
It now saves the script identifier and name which is very important!

- Rename script
With this function, you can rename scripts which is sometimes
necessary, for example if you imported IAF files and no name is displayed

- Goto script line
This is only useful for big scripts, or if you request help and give the line number
where you have problems with.

- Script checker
Only checks now if the script is closed correctly, if it contains unexecuted
lines and if it has external references. This is useful if you want to be sure
you script is right. But be careful, unexecuted lines won't be saved!

 

ASC2 files
SCAIEdit II pre-release II brought back the ASC files, not exactly the old ones, but
they are almost the same, with these differences:

- The spelling of some commands has changed
- Some commands have been added
- They aren't named *.asc, but *.asc2

At the moment, it isn't possible to export ASC2 files from SCAIEdit II, so you have to use
ASC2edit II or an editor like Notepad. ASC2edit II is shipped with SCAIEdit II pre
-release III
.

In pre-release II, importing an ASC2 and saving destroyed the STAT_TXT.TBL. In pre-
release III, this bug is fixed.

Another very important point when you import an ASC2, is to check if 'Script runned in a
location' (doesn't it have to be 'ran'?) and 'Brood war script' (because SCAIEdit II uses
much Brood War only opcodes).

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IV. StarDraft
Adding the files to the CWAD
Run StarDraft by clicking on the shortcut or opening STARDRAFT.EXE. You'll see
a new window with two buttons. Click on Launch CWAD Manager and hit File/New...
Be sure that you are in your StarDraft path (CWD files which aren't in the StarDraft
directory can't be loaded by the Patch Loader). Just type in a name you want, but add
.CWD after the name because StarDraft would create a file with only NAME instead of
NAME.CWD, if you don't do so.

On the left, open the directory the script you created is in and drag and drop the files
AISCRIPT.BIN, BWSCRIPT.BIN and STAT_TXT.TBL to the right!

Rename AISCRIPT.BIN to SCRIPTS\AISCRIPT.BIN, BWSCRIPT.BIN to SCRIPTS\
BWSCRIPT.BIN and STAT_TXT.TBL to REZ\STAT_TXT.TBL and close the CWAD
Manager
.

Using the script(s)
Run the Patch Loader by clicking on the button and select StarEdit. You'll see a new
window. Check the box from the CWAD you created and click OK. Now the StarCraft
Campaign Editor
opens. To test the script, just create a new map, setup two players
(one human, one CPU) and give them some minerals, gas and the main building (command
center, nexus or hatchery) and 4 workers (SCV, probe, drone). Now crate a big location
the CPU player is in and give it the trigger ALWAYS, START 'YOURSCRIPT' AT 'YOURLOCATION'. Now exit StarEdit and start StarCraft instead of it, like described above!

Ok, the script should work now. If you want to make changes, just edit and save the AI script
file like always.

Hints
In the end, I have two hints for you:

Hidden files
If you don't want to show somebody else the files you put into the CWAD, just
generate a self-executing CWAD in the CWAD Manager by clicking on Options/Self Running CWAD Generator. This can't be opened with the CWAD manager!

Slow StarCraft
If StarCraft is slow using the Patch Loader, generate a self-executing CWAD (it doesn't matter which name or what's in it) and use the generated file for
running CWAD files - I have this problem and I avoid it like that!

 

V. Advanced techniques (by Lava)
This part has been completely written by Lava, otherwise else noted.

Expand

Expanding is a complicated topic. If you can't get it to work, I recommend you don't worry about it. It requires more than the "Run code at script line ## for expansion ##" or the ASC2 Expand command. Expanding creates a separate section of code for the expansion running at the same time as your main section of code.

You shouldn't worry about expanding until you've finished the rest of your AI script. The last line of your script should be either a Goto line, Tribranch, or Stop Code Section. All the code we're going to be dealing with right now should be AFTER that line. After that line, add the following:

All units count values reset to 0
Build Terran Command Center until it commands 1
Set General Command Target
Build Terran SCV until it commands X (where X is the number of SCV's you want at this expansion)
Set General Command Target
(Add other things that you want done at the expansion here)
Stop Code Section

Of course, if your script is Protoss or Zerg you'll need to change Terran Command Center 
to Zerg Hatchery or Protoss Nexus. You'll also need to change Terran SCV to Zerg Drone 
or Protoss Probe. After that you can add other things that you want done at this expansion, 
such as building a Terran Refinery / Zerg Extractor / Protoss Assimilator, or maybe building 
some defense. Also, you'll need to replace where it says X with how many SCVs/Drones/Probes 
that you want at this expansion

WARNING: IF YOU DO NOT HAVE THE "ALL UNITS COUNT VALUES RESET TO 0" LINE AT THE TOP OF 
YOUR EXPANSION SCRIPT, STARCRAFT WILL CRASH WHEN YOU TELL IT TO EXPAND!!!!!
Now its time to tell your script to expand. Go back to your main script and add this 
line where you want to expand:
Run code at script line X for expansion number 1

Replace X with the line number of the first line of your expansion script code,
which should be "All units count values reset to 0". If you want to have a second 
expansion, then add that same line when you want the second expansion to be made, 
but replace the number 1 with 2. If you want a third expansion, replace 2 with 3, 
etc. If you want each expansion to be identical then you can use your expansion code 
over multiple times. If you want each expansion to be different, you can add code for 
another expansion after the "Stop Code Section" line after your previous expansion code.

REMINDER: IF YOU DO NOT HAVE THE "ALL UNITS COUNT VALUES RESET TO 0" 
LINE AT THE TOP OF YOUR EXPANSION SCRIPT, STARCRAFT WILL CRASH WHEN YOU 
TELL IT TO EXPAND!!!!!

Well that's it, your script should now expand, if you have any questions 
about this please email me at [email protected]. 

 

 

VI. Using multi races

I. Needed software

CWAD
You need the Multi-race AI CWAD from my Files page or a similar
CWAD which has the same function.

Install all software and be sure to unzip the Multi-race AI CWAD to your
main StarDraft folder!

Download the CWAD here!

 

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II. Making scripts
Just make the scripts as you always do. If you don't know how to
make scripts, take a look at the AI Scripting part!

 

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III. StarDraft
Go on like you make a script (described in the SCAIEdit II Step-By-Step
Tutorial
, too!). It's just the same procedure...

 

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IV. Using it in StarEdit

First, start StarDraft and run the Patch Loader. Run StarEdit with the
MULTIRACE.CWD. Do not select the CWAD containing your script!

Load your map or make a new one. Place the 2 or 3 main buildings for
the races you want to create the script. Give every main building 4 workers
and the Zerg base(s) one Overlord. (Nexus: Probe, Command Center: SCV,
Hatchery: Drone). Save and exit.

Run StarDraft again, this time select your script CWAD with StarEdit.
Create a new area which should be enough big for all script buildings etc.
and give the 1 CPU player the script like described in the Tutorial.

Now you can play your map with your script! Remember: You just have to
load the CWAD that contains your script, you don't have to load the Multi-race
AI CWAD
!

 

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V. Example maps and scripts
I have created 2 examples:

These script haven't been created yet!

Protoss Attack with Zerg Defense (© by SCEditor)
More powerful script which isn't easy to beat if you're Terran!
Download: IAF - CWAD - Test map

Simple Zealot and Marine Attack (© by SCEditor)
A easy to defeat script which just shows how to use multi-race AIs!
Download: IAF - CWAD - Test map

 

 

 

Ok, that's all you have to know to make your own scripts etc.
I hope you enjoy AI scripting ;)

SCEditor
[email protected]
StarCraft AI Scripting Homepage
-> Javascript version
-> Non-Javascript version

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Appendix 1: Reading ASC files
Probably, the best way would be to use my ASC to ASC 2 converter which can be
found on my website (
http://come.to/SCEditor) or in the 'Downloads' section
of the Offical SCAIEdit Website at
http://scai.infoceptor.com. Also, I had an
old way to read ASC files, so if you want, you can look here:

Reading ASC files isn't supported directly by SCAIEdit II but there's a simple way to get your scripts working with SCAIEdit II. Just open SCAIEdit I and hit Tools/AI Soure Code Compiler.

Be sure to have a unmodifed STAT_TXT.TBL to overwrite (if you're not sure, just take the one from the SCAIEdit II archive) - do not select Always generate CWAD in the Tools menu!

Hit Add in the next window, select the ASC file and click on OK to start. Select a AISCRIPT.
BIN
to overwrite and the unmodified STAT_TXT.TBL. After the script file is correctly generated,
you can start SCAIEdit II. To load the script, open File/Load all necessary files and select the
just compiled AISCRIPT.BIN for both, AISCRIPT.BIN and BWSCRIPT.BIN (because SCAIEdit I
doesn't generate BWSCRIPT.BIN) and the STAT_TXT.TBL you used. Now the AI Script file should be open.

I don't recommend to read old ASC files with this method (and there is no other method!), it would be better if you just create the script lines - open SCAIEdit I and II, load the ASC file in SCAIEdit I and add a new script to a script file in SCAIEdit II - new in SCAIEdit II; if you do that be sure to pay attention to the points listed in here.

 

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Appendix 2: Avoiding problems/Debugging
It's quite simple to avoid problems: Don't create a whole script at once, but
just add a few lines and see if they work - if not you have to change something.

With that, it's easy to debug: Just create a new script and take 6 or 7 lines from
the script you have problems with. If they are problems you have to change the
script, if you don't exactly when the script has them, copy only 3 or 4 lines!

You see, it's really simple ;)

 

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Appendix 3: Getting help
Before you want to get help: Test the script - in most cases this is the error, and
also be sure to read the FAQ! If you still can't find a solution, you can get help there:

- ...In the SCAIEdit II Help Forum at the Offical SCAIEdit WebSite
-
...Mail _Dark_Knight_ (
[email protected]), probably Merlin
(
[email protected]), because they are the program authors
- ...Ask me (SCEditor,
[email protected]) or Lava (SCAIEdit Staff member)
([email protected]).
- For help on ASC2edit II or ASC ---> ASC2 converter, please use my message board
at
http://come.to/SCEditor (Forum on the left frame) or click here.

Attention: Be sure to give the most of information you can. For script problems,
try to upload the files on your website and give a link or send them by
e-mail.

 


SCEditor
[email protected]
StarCraft AI Scripting Homepage
http://come.to/SCEditor
SCAIEdit Webpage Staff Member
http://scai.infoceptor.com
Dark-Vengeance Software Productions Staff Member
http://www.dvsp.net


Step-By-Step Tutorial © Copyright 1999 by SCEditor.
ASC2edit II and ASC ---> ASC2 converter also © Copyright 1999 by SCEditor.

SCAIEdit II © Copyright by _Dark_Knight_ and Merlin.

StarDraft © Copyright by Camelot Systems.

StarCraft and Brood War © 1998 by Blizzard Entertainment.
StarCraft, Brood War and Blizzard are trademarks or registred
trademarks of the respective owner in the U.S. and/or other countries

WinZip® Copyright © 1991-1998 by Nico Mak Computing, Inc.
All rights reserved.

All other trademarks/registred trademarks are properties of their respective owners.

Disclaimer: The contents on this page are not sponsored or affilated by
Blizzard Entertainment. I nor anybody else who ever worked on this tutorial
is responsible for any damages etc. to you and/or your computer by using this
website and/or its contents!