SC2Mapster.com Wiki

unitfilter is a way to easily select different units from a group based on attributes.

unitfilter filter;

filter = UnitFilterStr("Ally,Buried,Ground;Massive,Hidden");
// The filtered group will contain buried ground-bound allied units
// Massive and hidden units will be excluded.
List of available attribute filters
// Owner
c_targetFilterSelfName			= "Self";
c_targetFilterSelf			= 0;
c_targetFilterPlayerName		= "Player";
c_targetFilterPlayer			= 1;
c_targetFilterAllyName			= "Ally";
c_targetFilterAlly			= 2;
c_targetFilterNeutralName		= "Neutral";
c_targetFilterNeutral			= 3;
c_targetFilterEnemyName			= "Enemy";
c_targetFilterEnemy			= 4;

// Unit Type
c_targetFilterAirName			= "Air";
c_targetFilterAir			= 5;
c_targetFilterGroundName		= "Ground";
c_targetFilterGround			= 6;
c_targetFilterLightName			= "Light";
c_targetFilterLight			= 7;
c_targetFilterArmoredName		= "Armored";
c_targetFilterArmored			= 8;
c_targetFilterBiologicalName		= "Biological";
c_targetFilterBiological		= 9;
c_targetFilterRoboticName		= "Robotic";
c_targetFilterRobotic			= 10;
c_targetFilterMechanicalName		= "Mechanical";
c_targetFilterMechanical		= 11;
c_targetFilterPsionicName		= "Psionic";
c_targetFilterPsionic			= 12;
c_targetFilterMassiveName		= "Massive";
c_targetFilterMassive			= 13;
c_targetFilterStructureName		= "Structure";
c_targetFilterStructure			= 14;
c_targetFilterHoverName			= "Hover";
c_targetFilterHover			= 15;
c_targetFilterHeroicName		= "Heroic";
c_targetFilterHeroic			= 16;
c_targetFilterWorkerName		= "Worker";
c_targetFilterWorker			= 17;
c_targetFilterRawResourceName		= "RawResource";
c_targetFilterRawResource		= 18;
c_targetFilterHarvestableResourceName	= "HarvestableResource";
c_targetFilterHarvestableResource	= 19;
c_targetFilterMissileName		= "Missile";
c_targetFilterMissile			= 20;
c_targetFilterDestructibleName		= "Destructible";
c_targetFilterDestructible		= 21;
c_targetFilterItemName			= "Item";
c_targetFilterItem			= 22;
c_targetFilterUncommandableName		= "Uncommandable";
c_targetFilterUncommandable		= 23;

// Unit Property
c_targetFilterCanHaveEnergyName		= "CanHaveEnergy";
c_targetFilterCanHaveEnergy		= 24;
c_targetFilterCanHaveShieldsName	= "CanHaveShields";
c_targetFilterCanHaveShields		= 25;
c_targetFilterPreventDefeatName		= "PreventDefeat";
c_targetFilterPreventDefeat		= 26;
c_targetFilterPreventRevealName		= "PreventReveal";
c_targetFilterPreventReveal		= 27;
c_targetFilterBuriedName		= "Buried";
c_targetFilterBuried			= 28;
c_targetFilterCloakedName		= "Cloaked";
c_targetFilterCloaked			= 29;
c_targetFilterVisibleName		= "Visible";
c_targetFilterVisible			= 30;
c_targetFilterStasisName		= "Stasis";
c_targetFilterStasis			= 31;
c_targetFilterUnderConstructionName	= "UnderConstruction";
c_targetFilterUnderConstruction		= 32;
c_targetFilterDeadName			= "Dead";
c_targetFilterDead			= 33;
c_targetFilterRevivableName		= "Revivable";
c_targetFilterRevivable			= 34;
c_targetFilterHiddenName		= "Hidden";
c_targetFilterHidden			= 35;
c_targetFilterHallucinationName		= "Hallucination";
c_targetFilterHallucination		= 36;
c_targetFilterInvulnerableName		= "Invulnerable";
c_targetFilterInvulnerable		= 37;
c_targetFilterHasEnergyName		= "HasEnergy";
c_targetFilterHasEnergy			= 38;
c_targetFilterHasShieldsName		= "HasShields";
c_targetFilterHasShields		= 39;
c_targetFilterBenignName		= "Benign";
c_targetFilterBenign			= 40;
c_targetFilterPassiveName		= "Passive";
c_targetFilterPassive			= 41;
c_targetFilterDetectorName		= "Detector";
c_targetFilterDetector			= 42;
c_targetFilterRadarName			= "Radar";
c_targetFilterRadar			= 43;

Filter Manipulation:

Filter Use:

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Facts

Date created
Mar 12, 2010
Last updated
Mar 12, 2010