Units
Description
Objects 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 using Units in the terrain editor (picture of zegling on top bar of editor)
Hint
- Except placeholder unit, every unit need a unit actor, which defines model and animations
- Placeholder unit uses the actor of old unit.
- Abilities must be put in the Ability - Abilities - Ability for them to function in the command card.
Example Usage
Every Unit and Building in Melee and custom maps
All the structures and units from the noble marine to the mighty ultralisk are units. Brood lords spawn broodling escort units that are unselectable which then convert themselves into projectiles which like all non beams are units. Even the mineral clusters gathered and the vespene geysers harvested are units. Units can also be used for heroes and items.
URL
If you have played the game you have seen and interacted with units
Fields Description
Ability - Abilities - Ability
- List of abilities the unit can use (max 32)
- Using the Issue Order effect or triggers allows the use of abilities that are not linked to a button in the command card
- The Attack ability is needed for the unit to be able to fire it's weapons
- The Move ability is needed for the unit to move by right clicking
Ability - Command Card - Buttons - Ability Command
- Part of the command card creation menu
- Determines the abilities performed when the buttons for the Ability Command command type are clicked
Ability - Command Card - Buttons - Behavior
- Part of the command card creation menu
- Determines the behaviors given for the Passive command type
- Seems partially obsolete as several ingame units use the passive command type purely for the button texture and give the associated behavior with the Behavior - Behaviors - Behavior field
Ability - Command Card - Buttons - Column
- Determines the horizontal position of each button
Ability - Command Card - Buttons - Face
- The button seen
- Created under the Buttons data type
Ability - Command Card - Buttons - Requirements
- Requirement shown on the button
- Does not affect the use the button or it's visibility
Ability - Command Card - Buttons - Row
- Determines the vertical position of each button
Ability - Command Card - Buttons - Submenu Card ID
- Links the Submenu command type to one of the command cards 1-4 listed under Ability - Command Card - Card Id
- Cannot have more than 4 command cards even with editing raw data values
Ability - Command Card - Buttons - Submenu Full Validation
- (Unknown)
Ability - Command Card - Buttons - Submenu Is Sticky
- If enabled then the submenu does not default to command card 1 after using a button from the submenu
Ability - Command Card - Buttons - Submenu State
- Links the submenu to a Learn type ability
- Several different submenu command types with Learn abilities can be linked to the same command card
- The Learn ability must be set under Ability - Abilities - Ability
Ability - Command Card - Buttons - Type
- Determines which command of an ability is performed if there are multiple eg. Move has 5 different commands for the same ability while Attack only has one
Ability - Command Card - Card Id
- Used to link submenus to individual command cards
- Not much of interest here since it is filled in automatically with the utilization of a command card
AI - AI Build Category
- (Unsure)Used for AI for choosing what to build
AI - AI Evaluation
- (Unsure)What the AI recognises the unit as
AI - AI Evaluation - Constant
- (Unknown)
AI - AI Evaluation - Factor
- (Unknown)
AI - AI Notify Effect
- (Unknown)
AI - AI Override Target Priority
- Makes the AI switch from targets of lower priority to ones of higher priority
- Only ingame units with a value >0 are gatherers like SCVs
AI - Tactical AI
- (Unknown) used by melee units
AI - Tactical AI Channel
- (Unknown)
AI - Tactical AI Filters
- (Unsure)Determines the relationship of the target player to the AI to which the AI response for the unit is applied
AI - Tactical AI Function
- (Unknown)All ingame ones start with AIThink eg. AIThinkGhost
AI - Tactical AI Range
- (Unknown)
Behavior - Add On Offset X
- If the unit is an addon for another unit, this field determines the offset along the X axis at which the addon is created
Behavior - Add On Offset Y
- If the unit is an addon for another unit, this field determines the offset along the Y axis at which the addon is created
Behavior - Added On Units - Behavior
- If the unit is an addon for another unit, this field determines the behaviors given to the host unit
Behavior - Behaviors - Behavior
- Behaviors that are automatically active on unit birth/creation unless disabled/removed by validators or requirements
- These behaviors cannot be transfered using the Transfer Behavior effect
Behavior - Built On
- Unit on which the Unit must be constructed eg. Extractors need Vespene Geyser units to be built on
- (Unknown) if unit built on is still known as existing or what properties are transfered
Behavior - Damage Dealt (Veterancy)
- A multiplyer for the Veterancy behavior based on the experience points gained by damage dealt by the unit
Behavior - Damage Taken (Veterancy)
- A multiplyer for the Veterancy behavior based on the experience points gained by damage taken by the unit
Behavior - Resource Drop Off
- Makes the unit a drop off for resources collected by units with the Harvest ability
- Each of the four resources is a box that can be checked to enable deposition at the unit
Behavior - Resource State
- Harvestable means that units with the Harvest ability can gather resources from the unit if the unit has the Resource behavior
- Raw (Unknown)
- Unknown means that the unit is unable to be harvested
Behavior - Resource Type
- The resource type of the four gathered from the unit if it has the Resource behavior by harvesting units (1 Max)
Behavior - Response
- Response the unit has when hit by an effect which can cause the aquire/flee response
- Aquire makes the unit return fire
- Flee makes the unit run away from the effect source
Combat - Attack Target Priority
- The priority the unit has of being targeted automatically when the initial target dies
Combat - Death Reveal Duration
- Duration of the reveal area of where the dead unit stood
Combat - Death Reveal Radius
- Radius of the area that is revealed when the unit dies
Combat - Death Reveal Type
- (Rephrase)Snapshot reveals structures and non mobile units as stationary objects in the position seen at the time of unit death
- Vision gives full vision of the area until the duration expires
Combat - Default Acquire Level
- (Unknown) presumed to be involved with the conditions on which the unit aquires a target without being ordered
- Defensive (Unknown) used only by gatherers, is presumed to only aquire to defend itself
- None (Unknown) used only by Carrier interceptors
- Offensive (Unknown) default setting
- Passive (Unknown) only used by Overmind Tendril
Combat - Energy Gained by Damage Taken
- Amount of the energy vital the unit gains for each point of damage it takes from each of the damage types
Combat - Energy Leeched by Damage Dealt
- Amount of the energy vital the unit gains for each point of damage it deals for each of the damage types
Combat - Kill Experience
- Number of experience points given to units with the Veterancy behavior if they kill this unit
Combat - Kill Resource
- Amount of resources given to the player of the unit that kills this unit
Combat - Life Gained from Damage Taken
- Amount of the life vital the unit gains for each point of damage taken from each of the damage types
Combat - Life Leeched from Damage Dealt
- Amount of the life vital the unit gains for each point of damage it deals for each of the damage types
Combat - Revive Base Info - Technology Resource Cost
- (Unknown)
Combat - Revive Base Info - Time
- (Unknown)
Combat - Revive Base Info - Vital Fraction
- (Unknown)
Combat - Revive Base Info - Vitals
- (Unknown)
Combat - Revive Level Info - Technology Resource Cost
- (Unknown)
Combat - Revive Level Info - Time
- (Unknown)
Combat - Revive Level Info - Vital Fraction
- (Unknown)
Combat - Revive Level Info - Vitals
- (Unknown)
Combat - Shields Gained from Damage Taken
- Amount of the shield vital gained for each point of damage taken by the unit from each damage type
Combat - Shields Leeched from Damage Dealt
- Amount of the shield vital gained for each point of damage dealt by the unit for each damage type
Combat - Turrets
- You can add turrets in this field, which does NOT require the model used for the unit actor to have a TurretZ attachment point.
- Attachment point for this turret must be specified in the Turret Actor on the Attachment - Yaw Query + field either filtered Directly or through Attachment Methods.
Combat - Weapons - Turret
- Turrets the unit has
- Created under the Turrets data type
- Requires the model used for the unit actor to have a TurretZ attachment point to function properly (able to be viewed under the Previewer)
- Allows units with weapons with a low arc to fire without turning
- Additional turrets can be added by Items and Buffs
Combat - Weapons - Weapon
- The weapons used by the unit
- Additional weapons can be added by Items and Buffs
Cost - Cost
- Cost of the unit in resources
Cost - Cost Category
- How the AI categorizes the unit for spending resources
Cost - Powerup Cost +
- Standard cost fields associated with the powerup
Cost - Powerup Effect
- (Unknown) item use maybe?
Cost - Powerup Filters
- Filters for determining what the powerup applies to
Editor - Editor Flags
- Flags used for editor placment of the unit
- Ambient Lighting Occlusion (Unknown)
- Block Structures prevents buildings being stacked ontop of other units in the editor
- Can Rotate means the direction the unit faces can be turned in the editor
- Default To Neutral Player means that the unit is placed in the editor as belonging to (0) Neutral irrelevant of what the player setting is in the Units menu of the terrain editor
- Hostile Default means that the unit is placed in the editor as belonging to (15) Hostile irrelevant of what the player setting is in the Units menu of the terrain editor
- No Auto Rotate (Unknown)
- No Palettes (Unknown) used by beacons
- No Placement (Unknown) used by beacons
Movement - Acceleration
- The rate at which the unit reaches its speed set under Movement - Speed from being stationary
Movement - Collide
- Determines the group that the unit collides with other units on, eg. having both Ground and Flying Checked would mean the unit collides with both ground and air units.
- Determines what pathing the unit collides with, eg. having Ground Checked would prevent the unit from moving in areas designated as "No Pathing" and having Flying Checked would prevent the unit from moving through "No Fly Zones"
Movement - Creep Speed Bonus
- Flat value added or subtracted from the unit's Movement - Speed when on creep
Movement - Creep Speed Multiplier
- Amount the Movement - Speed is multiplied when on creep (0.01 Min)
Movement - Deceleration
- Rate at which the unit slows from the Movement - Speed to being stationary
Movement - Inner Radius
- Radius for unit-structure collision/interaction
Movement - Lateral Acceleration
- How fast the unit accelerates in a new direction while turning
Movement - Mover
- Mover the unit moves with
- Ground - unit follows the contours of the terrain
- Fly - unit moves at a set height (set in UI: Height) and only changes elevation to adjust for the terrain height nearing the height of the unit
- Determines collision with terrain
- Set under Movers data type
Movement - Pathing Footprint
- Footprint used for unit pathing around the unit
- Created under Footprints data type
- Makes placing the unit in the editor snap to the square grid
Movement - Pathing Footprint - Dead
- Footprint used for unit pathing around the corpse of the unit
- Created under Footprints data type
Movement - Pathing Footprint - Placement
- (Not Sure) Used for placement of the unit when created by construction or spawning
Movement - Plane Array
- Air means that for targeting the unit is known as an air unit
- Ground means that for targeting the unit is known as a ground unit
- If both are checked like the collossus then both air and ground attacks can hit it
Movement - Push Priority
- Units with a higher number in this field are unable to be blocked by units of a lower number by being able to push them out the way
- Units with equal numbers in this field are unable to significantly move stationary units
Movement - Radius
- Radius for unit-unit collision/interaction
Movement - Radius - Dead
- Radius for unit corpse-unit collision/interaction
Movement - Separation Radius
- Seperation the unit tries to have in a group when moving to prevent collision
Movement - Speed
- Speed the unit moves at unless impeded
- (Not Sure) Measured in terrain squares per second
Movement - Stationary Turning Rate
- Rate at which the unit turns when stationary
- Requires the Turnable flag under Unit - Flags
Movement - Strafe Radius
- (Unknown) only used by interceptors, appears to have no effect on their behavior
Movement - Turning Rate
- Determines the rate of turning while moving
- If set very low the unit will need a very large arc to turn around meaning if it is ordered to a location within the arc it will just circle that point
Stats - Cargo Size
- If the unit is loaded by a Transport ability, this field determines how many cargo slots the unit takes
Stats - Death Time
- Time taken from the unit's life vital reaching zero (unit death) until the corpse of the unit is removed
- Having a time of 0 means the unit is instantly removed on death which reduces lag if there are alot of that unit
- When the corpse of the unit is removed, the unit cannot be revived with the Revive ability or targeted by abilities and effects that have Dead as required in their filters
Stats - Energy Maximum
- The unmodified maximum amount of the energy vital the unit can have
Stats - Energy Regeneration Delay
- The time taken from having lost energy through cost or effects before the energy vital starts regenerating again
Stats - Energy Regeneration Rate
- The amount of points of the energy vital generated per second
- Can be a negative number
Stats - Energy Starting Amount
- The amount of the energy vital the unit has on completion of construction or creation
Stats - Facing
- The angle the unit faces if it lacks the Turnable flag
- Used for positioning the direction buildings face
Stats - Item
- The item properties this unit has when acting as an item in a Container of another unit
- Properties are determined under the Items data type
Stats - Life Armor
- Amount of points of life armor the unit has
- Potentially affects the amount of damage taken from Damage effects
Stats - Life Armor Level
- The number shown in the lower right of the UI for the armor displaying what level the armor is
Stats - Life Maximum
- The unmodified maximum amount of the life vital the unit can have (1 Min)
Stats - Life Regeneration Delay
- The time taken from having lost life through cost, effects or combat before the life vital starts regenerating again
Stats - Life Regeneration Rate
- The amount of points of the life vital generated per second
- Can be a negative number
Stats - Life Starting Amount
- The amount of the life vital the unit has on completion of construction or creation (1 Min)
Stats - Mass
- Stat utilized by the Apply Force effect to determine how far/fast the unit is moved
- Has effective value between 0 and 1
Stats - Mob
- (Unknown) used to do with some MOB cheat
Stats - Pawn Item Reduction
- Percentage of unit cost gained when sold as an item using the Pawn ability
- Requires the Pawnable flag
Stats - Race
- Race the unit is known as
Stats - Repair Time
- Time it takes to fully reheal the unit by the Create Healer effect
Stats - Revive Delay
- (Unknown) something to do with the Revive ability
Stats - Revive Time
- (Unknown) something to do with the Revive ability
Stats - Score - Kill
- Amount of score gained/lost by killing the unit
- (Rephrase) Used for score count in the screen when game ends
Stats - Score - Lost
- Amount of score gained/lost by losing the unit to an attacker
- (Rephrase) Used for score count in the screen when game ends
Stats - Score - Produce
- Amount of score gained/lost by producing the unit
- (Rephrase) Used for score count in the screen when game ends
Stats - Shield Armor
- Amount of points of shield armor the unit has
- Potentially affects the amount of damage taken from Damage effects
Stats - Shield Armor Level
- The number shown in the lower right of the UI for the armor displaying what level the armor is
Stats - Shield Maximum
- The unmodified maximum amount of the shield vital the unit can have
Stats - Shield Regeneration Delay
- The time taken from having lost shield through cost, effects or combat before the shield vital starts regenerating again
Stats - Shield Regeneration Rate
- The amount of points of the shield vital generated per second
- Can be a negative number
Stats - Shield Starting Amount
- The amount of the shield vital the unit has on completion of construction or creation
Stats - Sight Bonus
- Amount the sight radius is modified with a day/night cycle
- (Need technical details of implementation)
Stats - Sight Radius
- How far the unit can see
Stats - Supplies
- Affects how much supply is produced/consumed
- Positive values produce supply
- Negative values consume supply
Tech Tree - Glossary Alias
- (Unknown)
Tech Tree - Glossary Category
- What tech tree the unit belongs too
- Must change the last part of the text key eg. Unit/Category/Change Here
Tech Tree - Glossary Priority
- (Unknown)
Tech Tree - Glossary Strong Array
- Units this unit is known as strong against
Tech Tree - Glossary Weak Array
- Units this unit is known as weak against
Tech Tree - Tech Alias
- The value or string for a unit or group of units recognised by the Requirements data type for enumerating several different units under the same category
- Used by the zerg town centers for the Have Hatchery requirement
Tech Tree - Tech Tree Unlocked Units
- Units unlocked/trained by this unit in the tech tree
UI - Equipment Array - Effect
- (Unknown)
UI - Equipment Array - Icon
- (Unknown) textures for whatever these fields do
UI - Equipment Array - Name
- (Unknown)
UI - Equipment Array - Tooltip
- (Unknown)
UI - Equipment Array - Weapon
- Placing Weapons(usually Dummy Weapons) here will override the default UI display on the Unit Panel.
- If you have 5 weapons on your unit in the Combat - Weapons + field, will display all 5 as normal. However, if you place 1 weapon in this field, will only display 1 weapon (Merc Battlecruiser is an example).
- Does not require any weapons in the Combat - Weapons + field.
UI - Fidget - Chance Array
- Chances to do various things when idle
- Animation plays the Idle animation if the model has one
- Idle means the unit performs the idle command set under Unit - Idle Command
- Move makess the unit move a small amount
- Turn means the unit changes the direction it is facing
UI - Fidget - Delay Max
- Time value between the delay max and min will determine how long the unit is idle before it starts to fidget
UI - Fidget - Delay Min
- Time value between the delay max and min will determine how long the unit is idle before it starts to fidget
UI - Fidget - Distance Maximum
- Distance between the distance max and min will determine how far the unit moves when it uses the Move fidget
UI - Fidget - Distance Minimum
- Distance between the distance max and min will determine how far the unit moves when it uses the Move fidget
UI - Fidget - Turn Angle
- How far the unit turns when using the Turn fidget
UI - Fidget - Turning Rate
- How rapidly the unit turns when using the Turn fidget
UI - Fog Visibility
- How the unit appears through the fog of war
- Dimmed makes the unit appear as a dimmed mobile version
- Hidden means the unit cannot be seen
- Snapshot appears as a stationary image of the unit
- Visible is indistinguishable from dimmed maybe only visible if Actor - Fog Visibility of the actors is set to visible as well
UI - Height
- How high the unit is off the ground
- Determines the starting height of missiles
UI - Hotkey Alias
- (Unknown)
UI - Hotkey Category
- (Unknown)
UI - Kill Display
- Shows how many units are killed by the unit or units spawned by the unit with the KillsToCaster (Unnamed) buff
- Always shows the kill count even if the unit has not killed anything
- Default only has the bar appear when the unit kills something
- Never does not show the kill counter
UI - Life Armor Display Flags
- Collapse Buffed fuses the armor value of the base armor and the buff armor into a single combined value
- Expand Upgraded shows the base armor and armor added from upgrades as seperate values
- Rounded shows the armor value rounded to a whole number (no decimals)
UI - Life Armor Name
- What the armor of the unit is called when highlighted with the mouse
- Need to change the last part of the text key eg. Unit/LifeArmorName/Change This
UI - Minimap Radius
- How large the unit team colour square/icon appears on the minimap
- Icon set under UI - Minimap Icon of the Unit type of Actor for the unit
UI - Occlusion Height
- (Unknown)
UI - Shield Armor Display Flags
- Collapse Buffed fuses the armor value of the base armor and the buff armor into a single combined value
- Expand Upgraded shows the base armor and armor added from upgrades as seperate values
- Rounded shows the armor value rounded to a whole number (no decimals)
UI - Shield Armor Name
- What the armor of the unit is called when highlighted with the mouse
- Need to change the last part of the text key eg. Unit/ShieldArmorName/Change Here
- If you have any buffs/triggers that add shields to units do not forget to change this for all units that can have the added shields else it says Unknown as the shield armor name, this is a common oversight for many maps
UI - Speed Display Flags
- Collapse Buffed fuses the speed value of the base speed and the buff speed into a single combined value
- Expand Upgraded shows the base speed and speed added from upgrades as seperate values
- Rounded shows the speed value rounded to a whole number (no decimals)
UI - Synchronous Model Data
- (Big Unknown) references model files directly
UI - Tooltip Priority
- (Unknown)
Unit - Attributes
- What attributes the unit is known as
- Used for filters to determine what can target the unit
- Used for attribute bonus/factor of the Damage effect
- Some attributes are set under Unit - Flags
Unit - Flags
- AI Caster makes the unit known as a spellcaster for attack purposes
- AI Changeling (Unknown)
- AI Disable Flee On Damage
- AI Disable Press Forwards prevents the military unit being sent outside the base with the rest of the army
- AI Observatory (Unknown)
- AI Tag For Area of Effect/Splash Damage Units makes the AI target clusters of troops to do the most damage with spash and area effects
- AI Tag For Defence Units makes the unit be used for the defence of the base
- AI Tag For Marking Special High Priority Targets (Unknown)
- AI Tag For Support Units places the unit at the back of the army to make them less vulnerable to attack
- AI Tag For Temporary Units (Unknown)
- AI Threat (Air) (Unknown)
- AI Threatens Air Units makes air units attack the unit in preference to other targets
- Always Threat To Attackers makes the unit be attacked in preference
- Always Check Collision (Unknown)
- Bounce (Unknown)
- Buried makes the unit unable to be attacked unless detected but without the blue glow of being cloaked
- Cannot Be Clicked click events aren't triggered for this units. (see critter explode for a click effect) (checked by default)
- Cannot Be Highlighted highlight events aren't triggered for this unit. (checked by default)
- Cloaked makes the unit cloaked and untargetable unless detected including the blue glow
- Create Visible makes units with UI - Fog Visibility set to snapshot automatically appear on the map
- Destructible makes the unit a destructible terrain item
- Hero makes the icon of the unit appear at the lower right of the UI because it is known as a hero
- Ignore Terrain Height sets the unit height relative to the lowest possible game height of (-8)
- Individual Subgroups (Unknown)
- Invulnerable makes the unit have the invulnerable attribute for target filters
- Kill Credit means that exp and resources from killing the unit is acknowledged
- Missile gives the unit the missile attribute for target filters
- Movable allows the unit to move
- No Armor While Constructing means the unit has 0 armor while under construction
- No Cursor (Unknown)
- No Death Event (Unknown)
- No Draw prevents unit creation (Unknown)
- No Portrait Talk (Unknown)
- No Score (Unknown)
- No Tooltip prevents the name of the unit actor appearing under the unit when highlighted
- Not On Radar prevents the unit from being detected by radar
- Pawnable means the item unit can be sold using the Pawn ability
- Penalty Revealed means that under standard melee triggers the unit is revealed if the owning player lacks any units that prevent the reveal
- Prevent Defeat means that owning this unit prevents defeat
- Prevent Destroy (Unknown)
- Prevent Reveal means that owning this unit prevents the reveal penalty
- Share Control makes the unit automatically controllable by allies
- Show Resources shows what resources are involved in the various costs associated with the unit
- Town Camera camera will cycle between all instances of this unit when using the Town Center Camera button (Backspace by default)
- Turn Before Moving means the unit can turn based on it's Movement - Stationary Turning Rate before it starts moving
- Turnable means the unit can turn and does not default to the Stats - Facing value
- Uncloakable means the unit cannot be cloaked by buffs
- Uncommandable means the unit cannot be given any orders or have any abilities used
- Undetectable means if the unit is cloaked or buried it cannot be detected
- Unselectable makes the unit unable to be selected
- Untargetable makes the unit unable to be directly targeted (still can take splash damage)
- Use Line Of Sight (Not Sure) allows the unit to extend the range of it's attack and abilities through other unit's sight range
- Use Town Alert (Unknown)
- Worker makes the unit known as the worker attribute
Unit - Idle Command
- Ability used when idle fidget is used
Unit - Leader Alias
- (Unknown) Something to do with the name of the unit on the leaderboard and replays
Unit - Loot
- When killed the loot the unit can drop
- Set under Loot data type
Unit - Name
- Name of the unit
Unit - Produced Units
- What units can be produced by the unit using Build, Morph and Train abilities
Unit - Revive Type
- (Not Sure) What unit the unit is revived as
Unit - Score Result
- (Unknown function please add)
- (None)
- Build Order
- Economy Breakdown
- Graphs
- Score Summary
- Standard
- Units
Unit - Select Alias
- Units that are selected when the unit is double clicked
Unit - Subgroup Alias
- What the unit is known as when in a subgroup
- (Not Sure) Several different units can be put in the same subgroup
- Known to affect the costs of the Morph ability
Unit - Subgroup Priority
- When the group is hotkeyed the subgroup with the highest priority will show on the command card without having to press the tab button to cycle to it
Unit - Taunt Duration
- Times the various taunts last for if the unit's actor has them
Unit - Vision Height
- How high the vision of the unit is
- Can allow the unit to see over cliffs and LoS blockers if set high enough
Related
Facts
- Date created
- Mar 03, 2011
- Last updated
- Feb 15, 2012