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;
Related functions
Filter Manipulation:
Filter Use: