Data/Abilities/Attack

## Attack

### Description

The attack ability is required for a unit to use it's weapons (unless the weapon has the **Require Enabled Attack Ability** flag disabled) even if there is no button linked to the command card. Also determines what the units automatically attack and the response of attacked units. Sets the cap on attack speed increase/decrease and what cannot be targeted by attacks eg. Invulnerable. Also can be used to fire a weapon at a target point of terrain (**Barrage** command).

### Hint

Using behaviors to enable/disable different attack abilities can be used to easily change a unit's responses in combat eg. attacking if it takes too much friendly fire

## Example Usage

Every unit in the game with a weapon.
Without the unit having some form of this ability you cannot shoot those pretty little weapons.

## Fields Description

### (None): Orders - Display Type

* How the waypoint lines appear when queueing this ability.
* **Attack:** (Unknown)
* **Confirm:** (Unknown)
* **Legacy:** (Unknown)
* **Move:** (Unknown)
* **Rally:** (Unknown)

### (None): Target Cursor Info - Allied

* Determines what cursor from the Cursors data type is used when the mouse is moved over an allied unit

### (None): Target Cursor Info - Enemy

* Determines what cursor from the Cursors data type is used when the mouse is moved over an enemy unit

### (None): Target Cursor Info - Invalid

* Determines what cursor from the Cursors data type is used when the mouse is moved over an invalid target

### (None): Target Cursor Info - Normal

* Determines what cursor from the Cursors data type is used when the mouse is moved with this ability selected

### Ability: Acquire Priority

* Used to determine which ability gets priority for target acquisition
* A higher number is a higher priority

### Ability: Alignment

* Determines target prioritization.
* **Negative:** Targets enemies preferentially
* **Neutral:** Targets both friends and foes
* **Positive:** Targets friends preferentially

### Ability: Attack Speed Multiplier Maxiumum

* Determines to what extent buffs can increase attack speed from it's base value
* Not sure if increasing the time scale of the unit counts towards this cap

### Ability: Attack Speed Multiplier Minimum

* Determines to what extent buffs can decrease attack speed from it's base value
* Not sure if decreasing the time scale of the unit counts towards this cap

### Ability: Commands - Default Button

* The Buttons for commands the ability can show in the command card of a unit

### Ability: Commands - Flags

* **Allow Minimap:** (Unknown)
* **Allow Self Cast:** (Unknown)
* **Continuous:** (Unknown)
* **Hidden:** Sets the button to hidden by default
* **Hide Path:** (Unknown)
* **Ignore User:** (Unknown)
* **Send to Selection:** (Unknown)
* **Show In Glossary:** (Unknown)

### Ability: Commands - Requirements

* Requirements for using the button in the command card
* Does not disable aquiring a target with right click or autotargeting

### Ability: Commands - State

* **Available:** means the button is always visible
* **Restricted:** means the Show requirements can hide it
* **Supressed:** means the button is hidden by default

### Ability: Debug trace

* If enabled logs ability use and execution/errors when testing the map

### Ability: Flags

* **Update Target:** Allows target switching while the initial target is still in range

### Ability: Scan Filters

* The state of the filters determines what the weapons can and cant attack with unmarketable stuff being excluded
* The Ally/Enemy/Neutral/Player boxes determine what the unit auto targets eg. setting to player makes units attack each other
* If set off enemy then attacked enemies do not use the acquire response

### Ability: Set ID

* String that groups different abilities of the same type
* Abilities sharing the same string will also be used by selected units when using any one of the abilities

### Ability: Shared Flags

* **Disable While Dead:** Disables the ability if the host unit is dead until the unit is revived or the corpse expires
* **Hide Target Cursor For Invalid Targets:** Hides the mouse cursor when hovering over an invalid target
* **Skip Preload:** (Unknown)
* **Snap Cursor To Unit Radius:** (Unknown)
* **Target Cursor Visible In Black Mask:** (Unknown)

### Ability: Smart Filters

* Filters for what units are targeted by right clicking

### Ability: Smart Priority

* Value for determining ability preference when right clicking

### Ability: Supported Filters

* Filters for units that will not give an error message when unable to be targeted

### Ability: Tech Alias

* String used as an alias to group data objects together as equivalent for use by Requirements

### Ability: Tech Player

* **Owner:** Player currently in control of the unit (eg. neural parasite) is used for requirements of the ability
* **Upkeep:** Player paying the supply of the unit is used for requirements of the ability

### Smart Filters

* When you right click a unit, only these unit types will be attacked.

## Related

* Buff
* Cursors
* Requirements
* Weapons