Difference between revisions of "Unit Properties"
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*'''Art Minimap Radius''' - Size of the unit on the minimap | *'''Art Minimap Radius''' - Size of the unit on the minimap | ||
*'''Art Stationary Turning Rate''' - Speed at which the unit turns while stationary | *'''Art Stationary Turning Rate''' - Speed at which the unit turns while stationary | ||
− | *'''AI Evaluation''' - ? | + | *'''AI Evaluation''' - <span style="color:#FF0000">??</span> |
− | *'''AI Evaluation Constant''' - ? | + | *'''AI Evaluation Constant''' - <span style="color:#FF0000">??</span> |
− | *'''AI Evaluation Factor''' - ? | + | *'''AI Evaluation Factor''' - <span style="color:#FF0000">??</span> |
− | *'''AI Notify Effect''' - ? | + | *'''AI Notify Effect''' - <span style="color:#FF0000">??</span> |
− | *'''AI Override Target Priority''' - ? | + | *'''AI Override Target Priority''' - <span style="color:#FF0000">??</span> |
*'''Attributes (Check Box List)''' - Describes the unit. Affects how weapons and armor affect the using. Possibilities: Armored, Biological, Heroic, Hover, Light, Massive, Mechanical, Psionic, Robotic, Structure | *'''Attributes (Check Box List)''' - Describes the unit. Affects how weapons and armor affect the using. Possibilities: Armored, Biological, Heroic, Hover, Light, Massive, Mechanical, Psionic, Robotic, Structure | ||
− | *''' | + | *'''Behaviors (List)''' - All the behaviors the unit has |
− | *'''Combat Attack Target Priority''' - ? | + | *'''Combat Attack Target Priority''' - <span style="color:#FF0000">??</span> |
*'''Combat Death Reveal Duration''' - Amount of time the death reveal radius remains visible after the unit dies | *'''Combat Death Reveal Duration''' - Amount of time the death reveal radius remains visible after the unit dies | ||
*'''Combat Death Reveal Radius''' - Size of the area that is revealed around the unit when it dies | *'''Combat Death Reveal Radius''' - Size of the area that is revealed around the unit when it dies | ||
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*'''Combat Shield Gained from Damage Taken''' - Amount of shield the unit gains per point of damage taken | *'''Combat Shield Gained from Damage Taken''' - Amount of shield the unit gains per point of damage taken | ||
*'''Combat Shields Leeched from Damage Dealt''' - Amount of shield the unit gains per point of damage dealt | *'''Combat Shields Leeched from Damage Dealt''' - Amount of shield the unit gains per point of damage dealt | ||
− | *'''Combat Weapons Turret''' - ? | + | *'''Combat Weapons Turret''' - <span style="color:#FF0000">??</span> |
*'''Combat Weapons Weapon''' - Weapons the unit is able to fire | *'''Combat Weapons Weapon''' - Weapons the unit is able to fire | ||
*'''Command Card (Command Card Selection)''' - Allows you to edit the command buttons the unit has | *'''Command Card (Command Card Selection)''' - Allows you to edit the command buttons the unit has | ||
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*'''Data Radius''' - Radius at which the unit can interact with other units | *'''Data Radius''' - Radius at which the unit can interact with other units | ||
*'''Data Sight Radius''' - The units radius of sight | *'''Data Sight Radius''' - The units radius of sight | ||
− | *'''Default Acquire Level''' - ? | + | *'''Default Acquire Level''' - <span style="color:#FF0000">??</span> |
*'''Description''' - Description of the unit | *'''Description''' - Description of the unit | ||
*'''Editor Comment''' - Comment visible in the editor about the unit | *'''Editor Comment''' - Comment visible in the editor about the unit | ||
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**'''Tooltip''' - Tooltip text for the equipment set that is used by the unit | **'''Tooltip''' - Tooltip text for the equipment set that is used by the unit | ||
**'''Weapon''' - Weapon for the equipment set. | **'''Weapon''' - Weapon for the equipment set. | ||
− | *'''Fidget''' - ? | + | *'''Fidget''' - <span style="color:#FF0000">??</span> |
*'''Glossary Alias''' - Name of the unit in the help menu | *'''Glossary Alias''' - Name of the unit in the help menu | ||
*'''Glossary Category''' - What race the unit falls under in the help menu | *'''Glossary Category''' - What race the unit falls under in the help menu | ||
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*'''Kill Resource''' - Resources gained from killing this unit | *'''Kill Resource''' - Resources gained from killing this unit | ||
*'''Leader Alias''' - The display name of the unit in the replay and observer leaderboard. A unit with not leader alias will not be displayed on the leaderboard | *'''Leader Alias''' - The display name of the unit in the replay and observer leaderboard. A unit with not leader alias will not be displayed on the leaderboard | ||
− | *'''Life Armor Display Flags''' - ? | + | *'''Life Armor Display Flags''' - <span style="color:#FF0000">??</span> |
*'''Life Regeneration Delay''' - Time between the unit losing life the and the unit continuing to regenerate life | *'''Life Regeneration Delay''' - Time between the unit losing life the and the unit continuing to regenerate life | ||
− | *'''Loot''' - ? | + | *'''Loot''' - <span style="color:#FF0000">??</span> |
*'''Movement Acceleration''' - Speed at which the unit reaches its maximum speed | *'''Movement Acceleration''' - Speed at which the unit reaches its maximum speed | ||
*'''Movement Lateral Acceleration''' - Amount of side to side speed the unit gains until it reaches its maximum speed | *'''Movement Lateral Acceleration''' - Amount of side to side speed the unit gains until it reaches its maximum speed | ||
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*'''Movement Separation Radius''' - Distance between air units in a squadron | *'''Movement Separation Radius''' - Distance between air units in a squadron | ||
*'''Movement Speed''' - Maximum speed for the unit | *'''Movement Speed''' - Maximum speed for the unit | ||
− | *'''Movement strafe radius''' - ? | + | *'''Movement strafe radius''' - <span style="color:#FF0000">??</span> |
*'''Movement Turning Rate''' - Speed at which the unit turns while moving | *'''Movement Turning Rate''' - Speed at which the unit turns while moving | ||
− | *'''Occlusion Height''' - ? | + | *'''Occlusion Height''' - <span style="color:#FF0000">??</span> |
*'''Pathing - Pathing Footprint''' - Footprint used by the unit | *'''Pathing - Pathing Footprint''' - Footprint used by the unit | ||
*'''Pathing - Pathing Footprint Dead''' - The footprint of the unit when it is dead | *'''Pathing - Pathing Footprint Dead''' - The footprint of the unit when it is dead | ||
*'''Pathing - Pathing Footprint Placement''' - Footprint used for placement of the unit | *'''Pathing - Pathing Footprint Placement''' - Footprint used for placement of the unit | ||
− | *'''Pawn Item Reduction''' - ? | + | *'''Pawn Item Reduction''' - <span style="color:#FF0000">??</span> |
− | *'''Powerup Cost (List)''' - ? | + | *'''Powerup Cost (List)''' - <span style="color:#FF0000">??</span> |
− | *'''Powerup Effect''' - ? | + | *'''Powerup Effect''' - <span style="color:#FF0000">??</span> |
− | *'''Powerup Filters''' - ? | + | *'''Powerup Filters''' - <span style="color:#FF0000">??</span> |
− | *'''Push Priority''' - ? | + | *'''Push Priority''' - <span style="color:#FF0000">??</span> |
*'''Radius Dead''' - Collision radius of the unit when it is dead | *'''Radius Dead''' - Collision radius of the unit when it is dead | ||
*'''Repair Resource''' - Amount of resources it takes to repair the unit | *'''Repair Resource''' - Amount of resources it takes to repair the unit | ||
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*'''Resource State''' - State of the resources in the unit. Harvestable can be harvested, raw can not | *'''Resource State''' - State of the resources in the unit. Harvestable can be harvested, raw can not | ||
*'''Resource Type''' - Type of resource(s) contained in the unit | *'''Resource Type''' - Type of resource(s) contained in the unit | ||
− | *'''Revive Delay''' - ? | + | *'''Revive Delay''' - <span style="color:#FF0000">??</span> |
− | *'''Revive Time''' - ? | + | *'''Revive Time''' - <span style="color:#FF0000">??</span> |
− | *'''Revive Type''' - ? | + | *'''Revive Type''' - <span style="color:#FF0000">??</span> |
− | *'''Score Result''' - ? | + | *'''Score Result''' - <span style="color:#FF0000">??</span> |
*'''Select Alias''' - Unit types that are selected when the player double clicks the unit | *'''Select Alias''' - Unit types that are selected when the player double clicks the unit | ||
− | *'''Shield Armor Display Flags''' - ? | + | *'''Shield Armor Display Flags''' - <span style="color:#FF0000">??</span> |
*'''Shield Regeneration Delay''' - Delay between when a unit takes shield damage and when the unit starts to regenerate its shields | *'''Shield Regeneration Delay''' - Delay between when a unit takes shield damage and when the unit starts to regenerate its shields | ||
*'''Sight Bonus''' - Sight bonus given depending on time of day | *'''Sight Bonus''' - Sight bonus given depending on time of day | ||
− | *'''Stats - Added On Units | + | *'''Stats - Added On Units Behavior''' - <span style="color:#FF0000">??</span> |
− | *'''Stats - Added On Units Unit''' - ? | + | *'''Stats - Added On Units Unit''' - <span style="color:#FF0000">??</span> |
− | *'''Stats - AI Build Category''' - ? | + | *'''Stats - AI Build Category''' - <span style="color:#FF0000">??</span> |
*'''Stats - Cargo Size''' - Number of cargo slots for the unit | *'''Stats - Cargo Size''' - Number of cargo slots for the unit | ||
*'''Stats - Collide''' - Types of units which the unit can collide with | *'''Stats - Collide''' - Types of units which the unit can collide with | ||
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*'''Stats - Energy Regeneration Rate''' - amount of energy the unit receives every second | *'''Stats - Energy Regeneration Rate''' - amount of energy the unit receives every second | ||
*'''Stats - Energy Starting Amount''' - Amount of energy the unit begins with | *'''Stats - Energy Starting Amount''' - Amount of energy the unit begins with | ||
− | *'''Stats - Flags''' - ? | + | *'''Stats - Flags''' - <span style="color:#FF0000">??</span> |
− | *'''Stats - Item''' - ? | + | *'''Stats - Item''' - <span style="color:#FF0000">??</span> |
*'''Stats - Life Maximum''' - Max amount of life for the unit | *'''Stats - Life Maximum''' - Max amount of life for the unit | ||
*'''Stats - Life Regeneration Rate''' - amount of life the unit gains per second | *'''Stats - Life Regeneration Rate''' - amount of life the unit gains per second | ||
*'''Stats - Life Starting Amount''' - Amount of life the unit starts with | *'''Stats - Life Starting Amount''' - Amount of life the unit starts with | ||
*'''Stats - Mass''' - Weight and volume of the unit. Used for physics stuff | *'''Stats - Mass''' - Weight and volume of the unit. Used for physics stuff | ||
− | *'''Stats - Mob''' - ? | + | *'''Stats - Mob''' - <span style="color:#FF0000">??</span> |
*'''Stats - Name''' - Name of the unit | *'''Stats - Name''' - Name of the unit | ||
*'''Stats - Race''' - Race of the unit | *'''Stats - Race''' - Race of the unit | ||
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*'''Stats - Shield Regeneration Rate''' - Amount shield gained per second | *'''Stats - Shield Regeneration Rate''' - Amount shield gained per second | ||
*'''Stats - Shield Starting Amount''' - Amount of shield the unit starts with | *'''Stats - Shield Starting Amount''' - Amount of shield the unit starts with | ||
− | *'''Stats - Subgroup Priority''' - ? | + | *'''Stats - Subgroup Priority''' - <span style="color:#FF0000">??</span> |
*'''Stats - Supplies''' - Supplies used up or given by the unit (- means used, + means given) | *'''Stats - Supplies''' - Supplies used up or given by the unit (- means used, + means given) | ||
− | *'''Stats - Tactical AI Channel''' - ? | + | *'''Stats - Tactical AI Channel''' - <span style="color:#FF0000">??</span> |
− | *'''Stats - Tactical AI Function''' - ? | + | *'''Stats - Tactical AI Function''' - <span style="color:#FF0000">??</span> |
− | *'''Stats - Tactical AI Range''' - ? | + | *'''Stats - Tactical AI Range''' - <span style="color:#FF0000">??</span> |
− | *'''Subgroup Alias''' - ? | + | *'''Subgroup Alias''' - <span style="color:#FF0000">??</span> |
− | *'''Synchronous Model Data''' - ? | + | *'''Synchronous Model Data''' - <span style="color:#FF0000">??</span> |
− | *'''Tactical AI''' - ? | + | *'''Tactical AI''' - <span style="color:#FF0000">??</span> |
− | *'''Tactical AI Filters''' - ? | + | *'''Tactical AI Filters''' - <span style="color:#FF0000">??</span> |
*'''Taunt Duration''' - Duration of the units taunts | *'''Taunt Duration''' - Duration of the units taunts | ||
− | *'''Tech Alias''' - ? | + | *'''Tech Alias''' - <span style="color:#FF0000">??</span> |
*'''Techtree Add On Offset X''' - Offset position from the host building along the x-axis | *'''Techtree Add On Offset X''' - Offset position from the host building along the x-axis | ||
*'''Techtree Add On Offset Y''' - Offset position from the host building along the y axis | *'''Techtree Add On Offset Y''' - Offset position from the host building along the y axis | ||
*'''[[Built On|Techtree Built On]]''' - Existing unit on which the unit must be built | *'''[[Built On|Techtree Built On]]''' - Existing unit on which the unit must be built | ||
− | *'''Tech Tree Unlocked Units''' - ? | + | *'''Tech Tree Unlocked Units''' - <span style="color:#FF0000">??</span> |
− | *'''Tooltip Priority''' - ? | + | *'''Tooltip Priority''' - <span style="color:#FF0000">??</span> |
*'''Vision Height''' - Height of the unit's field of vision | *'''Vision Height''' - Height of the unit's field of vision | ||
[[Category:StarCraft II]][[Category:Reference]][[Category:Data Editor]] | [[Category:StarCraft II]][[Category:Reference]][[Category:Data Editor]] |
Latest revision as of 00:50, 1 December 2010
Below is a complete list of all the fields available to a Unit object in the Data Editor.
However, if you are only doing minor (beginner to intermediate) changes to a unit, this simplified and reduced list might be of interest: Important Unit Fields.
The list
- Abilities (List) - All the abilities the unit has access to
- Abilities Response - Response from the unit when it takes damage
- Added On Units (List) - All the units that this unit is an addon of
- Art Facing - Facing angle of the unit in the editor
- Art Fog Visibility - How the unit appears under the fog of war
- Art Height - Distance from the ground that the unit appears
- Art Minimap Radius - Size of the unit on the minimap
- Art Stationary Turning Rate - Speed at which the unit turns while stationary
- AI Evaluation - ??
- AI Evaluation Constant - ??
- AI Evaluation Factor - ??
- AI Notify Effect - ??
- AI Override Target Priority - ??
- Attributes (Check Box List) - Describes the unit. Affects how weapons and armor affect the using. Possibilities: Armored, Biological, Heroic, Hover, Light, Massive, Mechanical, Psionic, Robotic, Structure
- Behaviors (List) - All the behaviors the unit has
- Combat Attack Target Priority - ??
- Combat Death Reveal Duration - Amount of time the death reveal radius remains visible after the unit dies
- Combat Death Reveal Radius - Size of the area that is revealed around the unit when it dies
- Combat Energy Gained from Damage Taken - Amount of energy the unit gains per point of damage taken
- Combat Energy Leached from Damage Dealt - Amount of energy the unit gains per point of damage dealt
- Combat Life Armor - Amount of armor for the unit
- Combat Life Armor Level - Displayed armor level for the unit (Does not affect the armor)
- Combat Life Armor Name - Name of the unit's armor
- Combat Life Gained from Damage Taken - Amount of life the unit gains per point of damage taken
- Combat Life Leeched from Damage Dealt - Amount of life unit gains per point of damage dealt
- Combat Shield Armor Name - Name of the units shield
- Combat Shield Gained from Damage Taken - Amount of shield the unit gains per point of damage taken
- Combat Shields Leeched from Damage Dealt - Amount of shield the unit gains per point of damage dealt
- Combat Weapons Turret - ??
- Combat Weapons Weapon - Weapons the unit is able to fire
- Command Card (Command Card Selection) - Allows you to edit the command buttons the unit has
- Creep Speed Bonus - The speed bonus the unit receives when on creep
- Creep Speed Multiplier - The value to multiple the units speed with when on creep
- Damage Dealt (Veterancy) - Multiplier for the experience points the unit is awarded per damage it deals
- Damage Taken (Veterancy) - Multiplier for experience points the unit is awarded per point of damage it takes
- Data Death Time - Amount of time it takes for the unit to die
- Data Kill Experience - Number of experience points the unit awards to its killer
- Data Radius - Radius at which the unit can interact with other units
- Data Sight Radius - The units radius of sight
- Default Acquire Level - ??
- Description - Description of the unit
- Editor Comment - Comment visible in the editor about the unit
- Editor Description - Description of the unit visible in the editor
- Editor - Editor Categories - Editor Categories are used for filtering and organizing within the editor
- Editor - Editor Flags - Options for when the unit is placed within the editor
- Editor - Editor Prefix - Prefix of the unit's name for the editor
- Editor - Editor Suffix - Suffix of the unit's name for the editor
- Energy - Regeneration Delay - Time between the unit using energy and the unit continuing to regenerate energy.
- Equipment Array (List):
- Effect - Effect that is applied to the unit when it uses a specific equipment set
- Icon - Icon for the equipment set
- Name - Name of the equipment set
- Tooltip - Tooltip text for the equipment set that is used by the unit
- Weapon - Weapon for the equipment set.
- Fidget - ??
- Glossary Alias - Name of the unit in the help menu
- Glossary Category - What race the unit falls under in the help menu
- Glossary Priority - The position the unit is displayed in the unit help menu. Lower values show up first
- Glossary Strong Array - Units that this unit is considered strong against for cost
- Glossary Weak Array - Units that this unit is considered weak against for cost
- Inner Radius - Radius at which the unit can interact with buildings
- Kill Display - Options for displayed the kill counter for the unit
- Kill Resource - Resources gained from killing this unit
- Leader Alias - The display name of the unit in the replay and observer leaderboard. A unit with not leader alias will not be displayed on the leaderboard
- Life Armor Display Flags - ??
- Life Regeneration Delay - Time between the unit losing life the and the unit continuing to regenerate life
- Loot - ??
- Movement Acceleration - Speed at which the unit reaches its maximum speed
- Movement Lateral Acceleration - Amount of side to side speed the unit gains until it reaches its maximum speed
- Movement mover - Mover type for the unit
- Movement Plane Array - Plane on which the unit can be attacked
- Movement Separation Radius - Distance between air units in a squadron
- Movement Speed - Maximum speed for the unit
- Movement strafe radius - ??
- Movement Turning Rate - Speed at which the unit turns while moving
- Occlusion Height - ??
- Pathing - Pathing Footprint - Footprint used by the unit
- Pathing - Pathing Footprint Dead - The footprint of the unit when it is dead
- Pathing - Pathing Footprint Placement - Footprint used for placement of the unit
- Pawn Item Reduction - ??
- Powerup Cost (List) - ??
- Powerup Effect - ??
- Powerup Filters - ??
- Push Priority - ??
- Radius Dead - Collision radius of the unit when it is dead
- Repair Resource - Amount of resources it takes to repair the unit
- Resource Drop Off - Types of resources the unit servers as a drop of point for
- Resource State - State of the resources in the unit. Harvestable can be harvested, raw can not
- Resource Type - Type of resource(s) contained in the unit
- Revive Delay - ??
- Revive Time - ??
- Revive Type - ??
- Score Result - ??
- Select Alias - Unit types that are selected when the player double clicks the unit
- Shield Armor Display Flags - ??
- Shield Regeneration Delay - Delay between when a unit takes shield damage and when the unit starts to regenerate its shields
- Sight Bonus - Sight bonus given depending on time of day
- Stats - Added On Units Behavior - ??
- Stats - Added On Units Unit - ??
- Stats - AI Build Category - ??
- Stats - Cargo Size - Number of cargo slots for the unit
- Stats - Collide - Types of units which the unit can collide with
- Stats - Deceleration - Rate at which the units speed decreases until a stop
- Stats - Energy Maximum - Maximum amount of energy the unit can have
- Stats - Energy Regeneration Rate - amount of energy the unit receives every second
- Stats - Energy Starting Amount - Amount of energy the unit begins with
- Stats - Flags - ??
- Stats - Item - ??
- Stats - Life Maximum - Max amount of life for the unit
- Stats - Life Regeneration Rate - amount of life the unit gains per second
- Stats - Life Starting Amount - Amount of life the unit starts with
- Stats - Mass - Weight and volume of the unit. Used for physics stuff
- Stats - Mob - ??
- Stats - Name - Name of the unit
- Stats - Race - Race of the unit
- Stats - Repair Time - Time the unit takes to be fully repaired
- Stats - Score Kill - Score the played gains when killing the unit
- Stats - Score Lost - Score that the player gets when the unit dies
- Stats - Score Product - Score the player gains when the unit is built
- Stats - Shield Armor - Amount of armor for the shield of the unit
- Stats - Shield Armor Level - Displayed shield level
- Stats - Shield Maximum - Maximum amount of shields for the unit
- Stats - Shield Regeneration Rate - Amount shield gained per second
- Stats - Shield Starting Amount - Amount of shield the unit starts with
- Stats - Subgroup Priority - ??
- Stats - Supplies - Supplies used up or given by the unit (- means used, + means given)
- Stats - Tactical AI Channel - ??
- Stats - Tactical AI Function - ??
- Stats - Tactical AI Range - ??
- Subgroup Alias - ??
- Synchronous Model Data - ??
- Tactical AI - ??
- Tactical AI Filters - ??
- Taunt Duration - Duration of the units taunts
- Tech Alias - ??
- Techtree Add On Offset X - Offset position from the host building along the x-axis
- Techtree Add On Offset Y - Offset position from the host building along the y axis
- Techtree Built On - Existing unit on which the unit must be built
- Tech Tree Unlocked Units - ??
- Tooltip Priority - ??
- Vision Height - Height of the unit's field of vision