Data/Actors/Unit

## Unit

(Editor Screenshot) need picture of any units

### Description

Main actor used to give Units a visual form. This actor dictates what the unit looks like, the sounds it makes when clicked/ordered, the armor textures, the kill rank texts, the portrait for the unit, the picture shown when the unit is selected and the minimap icon for the unit.

### Hints

Every unit must have one associated unit actor, but having more than one unit actor associated with a unit causes an error message. In order to attach another model to a unit, use another kind of actor, such as a Model actor.

## Example Usage

### Leviathan

The Leviathan is a unit and has a unit actor like any other. The Leviathan actor is used as the host for the four tentacle Model actors which are attached to the hardpoints of the **Leviathan** model. The Events+ fields determine how the unit responds when casting/attacking, what animations it plays on birth and death and creates the four attached tentacles which are Model actors.

### Archon Merge

When 2 High Templars merge togheter, here's what happen:

1. Both of their CUnitActor disapear, thus creating Archon actor over the "Unit Construction.Start" event (yes, merging is a construction).
2. When the actor is created at this point, the CActorUnit evaluates that it is "Under Construction" and will choose the **Model: Build** as current model.
3. When the merge is completed, the Build Model vanishes and the **Model** is created under the "Unit Birth" event. If no birth event was there, the build model would simply leave nothing but air once done.

Q: But what happens if you use "Unit Creation. Archon" // Create as an event while the Archon is being constructed?

A: Since Unit Creation covers all steps of a unit being created (construction and further, even placement at some point), the Archon would be created twice on the unit. There would be the **Model: Build** and the **Model** togheter. Of course, if a unit is trained, Unit Creation will work fine, because the construction phase is passed.

Q: Why use Unit Birth... and not just Unit Creation event to create the actor?

A: Because Birth event was created for the purpose of splitting models between a ready unit and one that is being built. It also launches related Birth sounds, or events, while also letting a unit being created over a Create Unit effect not animate a birth animation (or would if the effect has the Birth flag on).

## Fields Description

### Actor - Add To Proximity System

* Controls whether this actor can be interacted with using the cursor and whether it can be found by other actors performing an area search.

### Actor - Aliases

An alias is an alternative (often generic) name that can be used to refer to an actor.  For example, most unit actors use the \_Unit alias, allowing other actors that send messages targeting \_Unit to get those messages to the unit actor in that scope.

* Aliases that refer to the unit in Events.
* Every CActor Unit run the "Unit Detected by Viewer" event, which sends a signal message to the \_HallucinationTinter. Since this string matches with an Alias named as such, the actor (High Templar Hallucination) receives the signal and runs its events. Be advised that a minimal link between actor is required, as not all actors may acknowledge what they create or are created from.

### Actor - Filter

* Determines what players can see the actor depending on their diplomatic status eg. Nuke Target/Indicator

### Actor - Flags

* **Add To External Finder:** (Unknown)
* **Not Saved:** (Unknown) used by all temporary Model actors
* **Scale To Host:** overrides any scaling the actor has and sets it to the host Unit actor
* **Suppress Creation Errors:** (Unknown)

### Actor - Fog Visibility

* Determines how the actor appears under the fog of war
* Limited by the settin in the UI: Fog Visibility field under the Units data type

### Actor - Portrait Actor

* Comes in charge of animating modifying the **Model: Portrait**.

### Actor - Proximity Position

The proximity position determines where the first visiblity test will be performed for the actor. Most actors use the Center Actor option to perform the test at (0, 0, 0). However, models that are not symmetrical typically need to use the Center Model Bounds option in order to move the visibility test offset from the center of the actor.

* **Center Actor:** (Unknown)
* **Center Model Bounds:** (Unknown)

### Actor - Sharing

* Determines to what degree the same actor is shared by a unit if there are multiple functions refering to it
* **Always:** means the actor is always shared
* **None:** means the actor is never shared
* **Per Effect Tree:** means that effects within an effect tree share the actor but different effect trees can't

### Actor - Snapshot Actor

* (Unknown) comes up with an error if set to anything other than **Snapshot**

### Animation - Animation Blend Time

* Affects the animation blend times for the model
* -1 Sets the blend time to the global animation blend time scale

### Animation - Animation Turn Duration

* Concerns the "Stand Left" or "Stand Right" animations, when the unit attempts to do a stationnary turn. Leaving this field to 0 will not have any effect, while putting 1 for exemple will give a very slow animation time scale and putting a greater number speeds it up. A good use for this field is when adding weapons to units that are not essentialy fit (in term of stationnary turn animation) for following a target while its weapon is on cooldown. This field is useless if it is expected from a weapon on which the **Face Target While in Cooldown** flag is disabled in the **Legacy option** field, or if the arc is 360 degrees on this related weapon. It also doesn't concern weapons associated to turrets, since those turn on their own, which means that a weapon using a turret will not make the unit stationnary turn. One unit that could benifit from this, could be the Infestor for exemple. When this units tries face its target while its "custom" weapon is on cooldown, it has a silly turning animation that goes too fast, which can be regulated with this field. In other words, some models have misfit turning animations.

### Animation - Baselines

Basic animations proprieties of the units when it's standing or walking. Using an actor event action "Animation Baseline Stop" freezes those animation where they are.

* Animation Proprieties: which animation proprieties are played when this unit is standing or walking. Those work like animations brackets start that play forever until other animtions take over (or if the unit is not doing the baseline action).

* Blend in: Time scale for the baseline animation to start.
* Blend out: Time scale for the baseline animation to end.

### Animation - Glossary Animation

* The animation the unit plays when viewed in the glossary

### Animation - Stand Animation Turn Time Scale Minimum

Time scale that will rule the animation when the unit attempts to turn. It is not a field that is often used, as most units are well suited for their transition between stand and walk, but some custom units may use this.

Ex: The Grizzly custom model is a flying model that has a Walk Start/ Walk End animation, and lateral move animations. When testing the model, trying to make a stationary turn made this fyling vessel look totally silly, as it looped its walk/start walk/end animation endlessly, making a horrible turn animation. Setting a value here puts a minimum timer for this animation to take place, or at least hide the most of it, which solved the problem so far.

### Animation - Walk Animation Movement Speed

* How fast the unit looks like it is walking
* Adjust this relative to the speed your unit moves at
* Useful for many custom models that are not well adapted. The modder that wishes to change the unit's move speed will notice that the animation doesn't get along, which makes this field come in handy.

### Art - Auto Scale Factor

* The scaling factor for all three dimensions unless specified otherwise

### Art - Auto Scale From Selection Factor

* This model actor will be automatically scaled by an amount determined by multiplying the Auto Scale Factor with the ratio between the parent model's radius and this model's radius defined in Model Data. For example, the model would be scaled larger when attached to a model with a radius greater than the model's own radius. Burrowed splats use this to automatically scale to each Zerg unit.

### Art - Model

* The model used for this actor
* Set under Models data type

### Art - Model (Build)

* The model used for the build animation when the unit is under construction

### Art - Model (Editor)

* The placeholder model for looking at in the terrain editor
* Default is (None)

### Art - Model (Placement)

* The semi-transparent version of the model used when placing the unit/building in the editor and in game

### Art - Model (Portrait)

* The model used for the portrait of the unit

### Art - Model Flags

Flags that apply to all model actors.  These flags change certain aspects of model behavior such as whether it can be hit tested (clicked on), whether it ignores walkables (pass through doodads rather than stand on top of them), and whether visibility tests are performed at all.

* **Allow Hit Test:** Determines whether an actor can be clicked on or selected by the player.
* **Ignore Walkables:** Prevents 'walkable' models from adjusting the height of this actor.  Can be useful when positioning doodad actors such that they intersect with a walkable model to varying degrees, rather than always being on top of it (this can make maps feel more natural).
* **Needs Volume Monitor:** Marks an actor as containing target attach volumes (TAVs) that the engine must monitor during attacks. (TAVs cause an attack to appear to hit the surface of its target, rather than its center.)  For instance, a unit attacking a Command Center during construction must be aware of the construction scaffolding TAVs -- even though they are part of a separate model -- so that it can appear to impact the scaffolding while it is present.
* **Suppress Missing Attachment Errors:** Prevents errors when an attach query does not find any results and attempts to use a fallback attach point that is missing.  Useful for widely used default CActorModels that may be used with some models that do not have a complete set of basic attach points.
* **Suppress Player Decals:** Prevents decal textures from appearing on the model contained by this actor.
* **Update Visibility:** Enables the actor to update its visibility in response to whether it is under the fog of war and various other factors.  It is almost always true, but is often turned off for death models.  In this case, the visibility is set once during the actor's creation and then never updated.  (This is so the player can see the full death animation, even when the target disappears under the fog of war.)
* **Use Synchronous Seed:** Causes the model to use a synchronous random number seed from the game when choosing its model variation.  After it is used, the seed is modified and written back to the parent scope, such that if all model-setting events are synchronous, then all model variations on that particular model actor will be the same on all machines.  Used to ensure that some unit-related models like building attachments look the same on all machines.

### Art - Placeholder Actor Model

* Actor that directs the model created by the field **Model (Placement**). The placeholder is the model that displays when a unit awaits to be constructed but is not started yet. Creating its own Placeholder Actor can be useful to force a model to play wanted animation proprieties, change its scale, opcacity, tint, adding range indicators (useful for creating our custom Placeholder that are tinted for models that dont have Placement models).

### Art - Placement Model

* Actor that directs the model created by the field **Model (Placement**). The placement is the model that displays when the player attempts places a unit for construction. Creating its own Placement Actor can be useful to force a model to play wanted animation proprieties, change its scale, opcacity, tint, adding range indicators. Turrets and Photon cannons have their own to allows the player to see the range actors at placement. It is also used by Pylons for showing where Power Source Fast will be availlable.

### Art - Random Scale Range

* A random value between the minimal and maximum is chosen and applied to the x, y and z dimensions of the model

### Art - Scale

* Scale of the model in the x, y and z dimensions
* The scale can also be set under the model used in the models data type
* It is recommanded to leave this field blank, as it is wiser to modify the model's size instead. This can cause undesired outcomes such as outscaled death model, Inherited scale from other actors that does not match properly. Still, the modder can use this field to modify the scale of every instance at once (the model, the death model, the build model, with a few excluded exceptions such as portrait, etc).

### Combat - Custom Death - Animation Properties

* The animation played for the custom death

### Combat - Custom Death - Name

* The string of the custom death referred to by the **Death Custom** event

### Combat - Custom Death - Sound

* Sound played when the unit undergoes the custom death

### Combat - Death Actor Model

* The actor that controls the **Combat - Death Effects - Model** shown on unit death. Becomes the host of anything that should happen (animate, tint color, set opacity, etc) of the death model when the main unit dies. This field usually contain "Unitdeathmodel", which is on most unit actors by default. Is ignored by the CActor Unit (on death) if that unit actor has the very same model for death than its unit's model (or set to none/blank).
* If the modder is stucked with the main model only, as the source of death animation model, he can solve it by copying this very model from the Model Data, and making it into a Unit Death type of model, and setting it in the Death Effect's model (A "Unit" parent type of model hasn't been tested, it might work as well, still).
* When this actor takes place, it plays the role of the host of the death model, coordonatings its animation, and everything. Keep in mind that events such as: Unit Death, or a term Validate Unit do not trace / link to anything, since the CActor Unit is already gone by then. That being said, actor creation event can be used, because this actor is only created by the unit's death momentum. Do not lose hope however, the modder can still trace the model with the term: ModelName, because the actor does aknowledge which model it is currently animating with, so it is traceable. For example, if a protoss unit's death generates the Protoss Warp In death model, the Death Actor Model will still use it, as any other type of deaths.

### Combat - Death Actor Model Low

* The actor that controls the **Combat - Death Effects - Model** shown on unit death when graphics are set to low quality

### Combat - Death Actor Sound

* The actor that controls the **Combat - Death Effects - Sound** when the unit dies

### Combat - Death Actor Voice

* The actor that controls the **Combat - Death Effects - Voice Link** when the unit dies

### Combat - Death Effects

Models and sounds that are created upon unit's death. Each death type (determined by the weapon's effect that does the kill) can be edited for seperate type of deaths.

* Model: Model that will be created at death. Setting this field to "None" will use the current (latest) model. Don't forget to change the Animation Proprieties (most unit models don't have props for "Death" animation and will vanish on initializing). Setting None/Same Model results as the DeadAnimationMacro on the very actor to be used, rather than the Death Model Actor.
* Actor Model: Use this field to have an actor maneuver this model of death's specified type.
* Actor Model (Low): Use this field to have an actor maneuver this model of death's specified type when the player has its graphic settings set to low.

* Animation Proprieties: animations that are played on each death type. Putting a propriety that doesn't exist on the chosen model will omit to show it as the chosen "animation" is already over (invalid).

* Body Squibs: Addtional model/sounds that can be added (usually such as an environement model, a blood spil, dust exploding) on the death model, with the possibility to attach it on the model with attach methods or site ops. This field is rarely used, but should be used if its for a desire of making the death animation more realistic/sophisticated.
* Sound: A sound that is played when the unit dies. Pairs up with sound link.
* Voice Link: A sound that is played when the unit dies. Pairs up with sound.

Recommanded: When using fanmade models that do not possess the animations proprieties of death by fire, eat, squish, desintegrate, etc, it is best to remove their animation proprities so that the original death (death normal) always plays when the unit dies. The way these fields work is, whenever a field is empty (or has no animation proprities), it will always fallback to the nomal death's sound, model and proprities.

### Combat - Custom Unit Status Frame

Custom frame for the unit's name. This can only be modified in "View Raw Data" and has specific codes. Jim Raynor (Marine, Lab) uses this to modify its name appearence.

### Event - Events+

* Series of minitriggers that determine the motions and visual effects of the actor
* Make sure the various events resulting in the actor creation are linked to the desired unit
* More details about the actor Events.

### Event - Macros

* The Event Macro actors used to supplement the events

#### Dead Animation Macro

* After testing, it would seem that the "DeadAnimationMacro" ON the unit actor is mostly useless, UNLESS the **Death Effect** model equals the unit's actor model (used the same model). At the moment the Death Effect Model differs, the **Death Actor Model** field takes control. Also take note that for using events in the DeadAnimationMacro with the unit actor, it is wise to give to the Unit some **Death Time** for some events to be usable. For example, we can launch events Anmiation Play/AnimName Death, but any Timer Sets will be ignored, since they wont be read on anything (the dead unit is gone). They will however be considered if the unit is still living it's death time.
* DeadAnimationMacro is also on every (most) UnitDeathModel. This (the Death Actor Model) is the core file that most Unit Actors use by default, to manage death. The idea behind it is that when the UnitDeathModel launches, it becomes the new host of the DeadAnimationMacro. In other words, since the unit is dead, the DeadAnimationMacro still need an host to operate, and the UnitDeathModel is the replacement actor for the Unit actor who's gone/destroyed (keep in mind that the DeadAnimationMacro is also a macro of that Unitdeathmodel).
* All this procress however fails in a particular circumstance: if the unit should die from a "blast" type of death, the timers in the macro will be ignored. It is a legit bug from the editor.
* Overall testing opinion, one should avoid using it on the CActor Unit and should favor using the Death Actor Model instead. A simple method to build custom death (at the modder's will) is to copy the Unitdeathmodel core file, and to insert in it the premade : DeadAnimationRemoveMacro. Only then, the modder can set events in the custom Unitdeathmodel and it should work like a charm. Also make sure to have a different, proper model for the death of the unit. It doesn't matter even if its file model is the same than the unit when it is alive. What matters is that the editor aknowledges it as a different file, and will then trust its death action to the Death Actor Model.

### Event - Remove

#### Send / Target / Terms

* Is a specific condition in which the term should come true, the actor **Events** specified won't launch. This is used by the Roach/Siege Tank (and plenty more) to prevent unwanted animations when upgrades event kick in and the unit is in a particular stance where the change must not interfere.

### Event - Terms

* Generic term that limits the creation of the actor. It is not a permanent blockade, but can help avoid spams in some cases. Ex: A CActor Unit is created when a behavior is on, but that behavior may sometime disable and turn back on; This will generate an overflow of actors on the same unit scopes. One can use "Cap" = 1 to limit it. In other situations, an unit creates an model on a unit when attacking, and generates a few of them in repetition. However, many of this type of unit are attacking and it generates a monstruous lag: you can limit the amount.

### Hosting - Host - Actor

* **Actor Find:** (Not Sure) means the actor has to be found using the scope
* **Creation:** (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* **Implicit:** is the default

### Hosting - Host - Fail If No Host

* Causes the model to be automatically destroyed if no host

### Hosting - Host - Scope

* **Implicit:** is the default
* **Scope Caster:** (Unknown)
* **Scope Effect:** (Unknown)
* **Scope Missile:** (Unknown)
* **Scope Outer:** (Unknown)
* **Scope Source:** (Unknown)
* **Scope Target:** (Unknown)

### Hosting - Host - Subject

* The actor that this actor is hosted on
* Can use \_Unit or \_Selectable for undefined hosting eg. buffs

### Hosting - Host For Properties - Actor

* **Actor Find:** (Not Sure) means the actor has to be found using the scope
* **Creation:** (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* **Implicit:** is the default

### Hosting - Host For Properties - Fail If No Host

* Causes the model to be automatically destroyed if no host

### Hosting - Host For Properties - Scope

* **Implicit:** is the default
* **Scope Caster:** (Unknown)
* **Scope Effect:** (Unknown)
* **Scope Missile:** (Unknown)
* **Scope Outer:** (Unknown)
* **Scope Source:** (Unknown)
* **Scope Target:** (Unknown)

### Hosting - Host For Properties - Subject

Determines which actor this actor gets the properties for the Properties+ fields from
If no actor is specified it defaults to the Hosting - Host - Subject actor

### Hosting - Host Site Operations - Hold Position

Locks the model in position according to the global 2D grid system but still allows for rotation relative to the host unit

### Hosting - Host Site Operations - Hold Rotation

Prevents the model turning relative to the host and locks it in the direction it was created in relative to the global 2D grid system while still allowing movement

### Hosting - Host Site Operations - Operations

* This field is for applying all SOps that affect this actor
* Determines where it is attached, the offset, the rotation and alot more
* The order in the list is important with SOps being applied from top to bottom so an offset, offset and rotation is not the same as an offset, rotation and an offset
* For more details about SOps please look at the individual pages for each SOp

### Hosting - Host Supporter - Actor

* **Actor Find:** (Not Sure) means the actor has to be found using the scope
* **Creation:** (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* **Implicit:** is the default

### Hosting - Host Supporter - Fail If No Host

* Causes the model to be automatically destroyed if no host

### Hosting - Host Supporter - Scope

* **Implicit:** is the default
* **Scope Caster:** (Unknown)
* **Scope Effect:** (Unknown)
* **Scope Missile:** (Unknown)
* **Scope Outer:** (Unknown)
* **Scope Source:** (Unknown)
* **Scope Target:** (Unknown)

### Hosting - Host Supporter - Subject

* Actor refered to by the ::Supporter system reference for Events+

### Hosting - Hosted Attachments - Attachment Query - Fallback

* Attachment point that is automatically selected if **Hosting - Hosted Attachments - Attachment Query - Methods** fails to find a valid attachment point
* Only actors that use these fields are tentacles

### Hosting - Hosted Attachments - Attachment Query - Methods

* Attachment methods used or direct attachment reference for attaching
* Please refer to Attach Methods data type for more details
* With direct reference to an attachment point make sure you use the right index number (able to be seen in the Cutscenes Editor under **Attachment Points**)
* Only actors that use these fields are tentacles

### Hosting - Hosted Attachments - Host - Actor

* **Actor Find:** (Not Sure) means the actor has to be found using the scope
* **Creation:** (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* **Implicit:** is the default

### Hosting - Hosted Attachments - Host - Fail If No Host

* Causes the model to be automatically destroyed if no host

### Hosting - Hosted Attachments - Host - Scope

* **Implicit:** is the default
* **Scope Caster:** (Unknown)
* **Scope Effect:** (Unknown)
* **Scope Missile:** (Unknown)
* **Scope Outer:** (Unknown)
* **Scope Source:** (Unknown)
* **Scope Target:** (Unknown)

### Hosting - Hosted Attachments - Host Site Operations - Operations

* (Unknown)
* What is known is that SOps in these fields can cause the actor to fall off the host actor and remain detached in the position where this happens

### Hosting - Hosted Attachments - Name

* (Unknown)
* Only actors that use these fields are tentacles

### Physics - Terrain Squibs

* This field is used for effects like the water splash when units walk through water. The terrain squib has to be activated through an actor event that usually is "Unit.Birth -> TerrainSquibActivateGroup RippleStandard".

### Properties - Accepted Property Transfers

* When this actor is in the Hosting - Host - Subject field of another actor, this field determines what properties are able to be inherited from this actor
* **Cast Shadows:** allows the attached actor to cast shadows
* **Cloak Effect:** allows the attached actor to show the cloaking bluish effect
* **Decal:** allows the attached actor to show the host unit decal
* **Local Tint Color:** (Unknown)
* **Model Scale:** makes the actor inherit the scale for the host model
* **Opacity:** spreads the opacity set by the Set Opacity event to attached actors
* **Physics State:** (Unknown)
* **Scale:** transfers the scale of the host actor to the attached actors
* **Team Color:** makes the attached actor show the team colour if it can
* **Time Scale:** means the animations of the attached actor are the same as the host actors timescale
* **Tint Color:** (Unknown)
* **Visibility:** allows the attached actor to share the host actor's Actor - Fog Visibility
* **Warp Group:** (Unknown)

### Properties - Accepted Transfers

* **Animation Properties:** (Unknown)
* **Animator:** (Unknown)
* **Fog Of War Color:** (Unknown)
* **Fog Of War Shader:** (Unknown)
* **Model:** (Unknown)
* **Position:** (Unknown)
* **Rotation:** (Unknown)
* **Status:** (Unknown)
* **Textures:** (Unknown)

### Properties - Inherit Type

* Determines how often the host properties are inherited
* **Continuous:** means the properties are continuously inherited from the host
* **None:** means properties are not inherited from the host
* **Once:** means properties are only inherited on actor creation

### Properties - Inherited Properties

* This field determines what properties are able to be inherited from the actor in the Hosting - Host - Subject or Hosting - Host For Properties - Subject field
* **Cast Shadows:** allows the attached actor to cast shadows
* **Cloak Effect:** allows the attached actor to show the cloaking bluish effect
* **Decal:** allows the attached actor to show the host unit decal
* **Local Tint Color:** (Unknown)
* **Model Scale:** makes the actor inherit the scale for the host model
* **Opacity:** spreads the opacity set by the Set Opacity event to attached actors
* **Physics State:** (Unknown)
* **Scale:** transfers the scale of the host actor to the attached actors
* **Team Color:** makes the attached actor show the team colour if it can
* **Time Scale:** means the animations of the attached actor are the same as the host actors timescale
* **Tint Color:** (Unknown)
* **Visibility:** allows the attached actor to share the host actor's Actor - Fog Visibility
* **Warp Group:** (Unknown)

### Sound - Ability Sounds - Ability Command

* The abilities of the unit that you want to produce a sound when the button is clicked

### Sound - Ability Sounds - Group Sound

* The sound played when a group units use the ability

### Sound - Ability Sounds - Sound

* The sound played when the ability buttons are clicked

### Sound - Group Sounds

* Sounds/voices produced by the unit when a group of the unit are highlighted/clicked/ordered
* **Attack:** is the sound made when odered to attack a target or attack move
* **Birth:** is the sound produced when the unit is created
* **Board:** is the sound produced when loaded into a unit with the Transport ability
* **Click:** (Unknown)
* **Click Error:** (Unknown)
* **Construction:** is the sound made if the unit is still under construction
* **Highlight:** is the sound made when the unit is highlighted
* **Movement:** is the sound made when moving
* **Pissed:** is the sound made when the unit is clicked too often
* **Ready:** (Unknown)
* **Sound Help:** is the sound made when the unit calls for help
* **Turning:** is the sound made when the unit is turning
* **What:** is the sound made if clicked repeatedly
* **Yes:** is the sound made when odered to move/cast an ability

### Sound - Placement Sound

* The sound made when the unit is being placed

### Sound - Sounds

* The sounds made by an individual unit when highlighted/clicked/ordered
* **Attack:** is the sound made when odered to attack a target or attack move
* **Birth:** is the sound produced when the unit is created
* **Board:** is the sound produced when loaded into a unit with the Transport ability
* **Click:** (Unknown)
* **Click Error:** (Unknown)
* **Construction:** is the sound made if the unit is still under construction
* **Highlight:** is the sound made when the unit is highlighted
* **Movement:** is the sound made when moving
* **Pissed:** is the sound made when the unit is clicked too often
* **Ready:** (Unknown)
* **Sound Help:** is the sound made when the unit calls for help
* **Turning:** is the sound made when the unit is turning
* **What:** is the sound made if clicked repeatedly
* **Yes:** is the sound made when odered to move/cast an ability

### UI - Bar Distance

* Sets the unit's bar distance relative to the camera
* Increasing the value makes the bar closer to the camera and appear bigger

### UI - Bar Offset

* How high above the unit the bar appears
* Scaled by UI - Bar Distance

### UI - Bar Width

* The size of the bar in the x dimension
* Hint: 40 = 4 squares, 45 = 5 squares, 50 = 6 squares, etc.

### UI - Cooldown Display

* The cooldown displayed on the unit icon when you have several of them selected

### UI - Errors - Group Sound

* The sound produced by a group of the unit when the error message occurs

### UI - Errors - Sound

* The sound produced by the unit when the error message occurs

### UI - Group Icon - Image

* The texture used to represent the unit when in a group

### UI - Group Icon Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the group icon

### UI - Group Icon Variations - Number

* Assigns the texture to a variation number

### UI - Hero Icon

* If the unit has the Hero flag checked under the Unit - Flags of the unit then this is the texture shown for the hero at the lower right of the screen
* Seems to be broken since the recent patch

### UI - Hero Icon Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the hero icon

### UI - Hero Icon Variations - Number

* Assigns the texture to a variation number

### UI - Highlight Tooltip

* This text will be shown when a player hovers the cursor (mouse pointer) over the unit in the game. By default, this is the unit's name. In multiplayer games, the Highlight Tooltip shows just underneath the name of the player who owns the unit. However, in order for the tooltip to be shown the Cannot Be Highlighted flag must be unchecked under the Unit - Flags in the unit data.
* A unit cannot have both UI - Info Text and UI - Highlight Tooltip. If the Info Text is not completely blank, then no tooltip will show when a player hovers the unit in game, not even the name of the player who owns the unit. This means that if you want to hide the name of the owning player for a specific unit, you only have to add text to the Info Text.
* In triggers, a specific unit's Highlight Tooltip can be set using Set Unit Info Text.

### UI - Info Text

* This text will be shown in the Info Pane when a player selects the unit in the game. The Info Pane is the area in the bottom middle of the screen that shows the unit's health and other information. By default, this field is blank.
* Note that a unit cannot have both UI - Info Text and UI - Highlight Tooltip. If the Info Text is not completely blank, then no tooltip will show when a player hovers the unit in game. Since in multiplayer games the tooltip normally shows the name of the player who owns the unit, if you want to hide the name of the owning player for a specific unit, you only have to add text to the Info Text. Adding Info Text will also hide the number of kills and the kill rank of the unit.
* In triggers, a specific unit's Info Text can be set using Set Unit Info Text.

### UI - Life Armor Icon

* The texture used for the unit's life armor icon. This icon appears in the Info Pane when a unit is selected, and hovering it shows the name of the unit's armor, its armor amount, and its movement speed.
* If you want to hide this icon, this field must not only be cleared, but the unit actor must not depend on any parent actor that has this field set to anything. For example, if you create a unit actor and base it on another unit actor named ParentActor, then ParentActor must have this field blank as well as the unit actor that you just created. Otherwise, even if the actor you just created has the field blank, the icon will still appear but will show no image. You may also need to make sure that UI - Life Armor Name in the unit data is completely blank and does not reference a text value.

### UI - Minimap Icon

* The texture used for the unit on the minimap
* Only use for units that are not in a very high number

### UI - Name Offset

* (Unknown) seems to be larger value for most structures

### UI - Shield Armor Icon

* The texture used for the icon of the shield armor of the unit
* Default is the protoss shield icon
* This is commonly overlooked by map makers when making abilities that add shields to the unit

### UI - Status Bar Flags

* The various bars that can be shown over the unit's head
* **Cargo:** shows the white cargo bar if it has the Transport ability
* **Duration:** shows the remaining duration of Buff behaviors if they have the UI - Display Countdown field set to show the duration
* **Energy:** shows the proportion of the maximum energy it has if it has any energy at all
* **Life:** shows the proportion of the maxiumum life the unit has
* **Progress:** shows the progress bar for the unit when under construction if it has the Progress ability
* **Shields:** shows the proportion of the maximum shields the unit has if it has any at all

### UI - Status Bar Groups

* Determines who can see the status bar
* Can prevent people watching replays from seeing the bar

### UI - Status Colors - Background Color

* Determines the colours of the borders and block seperations of the status bars

### UI - Status Colors - Colors

* Determines the colours of the status bars
* For a status index the color begins at the highest number and decreases as the bar is emptied in equal amounts
* Different color numbers can have the same colour to make the colour change not appear linear eg. life
* The colours for the Life status affects the UI - Wireframe - Image

### UI - Status Colors - Empty Color

* The colour of the various status bars when emptied
* Partially filled blocks will fade from the filled colour to the empty colour without mixing

### UI - Unit Border Subgroup Color

* The colour of the borders of the unit UI - Group Icon - Image texture when multiple units are selected

### UI - Unit Icon

* The texture displayed if the unit is assigned to a control group (Ctrl + 0-9)

### UI - Unit Icon Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the unit icon

### UI - Unit Icon Variations - Number

* Assigns the texture to a variation number

### UI - Unit Kill Rank - Minimum Kills

* The number of kills needed to obtain each kill rank

### UI - Unit Kill Rank - Text

* The text displayed for each rank
* Can be anything from Monstrosity to Adept

### UI - Wireframe - Image

* The textures shown above the unit's life which adjusts colour with the UI - Status Colors - Colors
* Changes texture as the life bar depletes

### UI - Wireframe Shield - Image

* The textures for the shield shown above the unit's life which adjusts colour with the UI - Status Colors - Colors
* Changes texture as the shield bar depletes

### UI - Wireframe Shield Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the wireframe for the shield

### UI - Wireframe Shield Variations - Number

* Assigns the texture to a variation number

### UI - Wireframe Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the wireframe for the unit

### UI - Wireframe Variations - Number

* Assigns the texture to a variation number

### Unit - Unit Flags

* **Show Blob Shadow:** (Unknown)
* **Stand Animation Birth Variation:** (Unknown)
* **Suppress Creation Errors:** (Unknown)
* **Suppress Stand Intro:** (Unknown)
* **Suppress Walk Intro:** (Unknown)
* **Suppress Walk Outro:** (Unknown)

## Related

* Events
* Models
* Sounds
* Units