Data/Units

# Units (Data Type)

## Units

### **Description**

Units are Data Types and is the integral playing piece which appear in the game world and affect the game state. Includes all units, structures, destructibles, projectiles, items and resources. Are placed on the maps using Units in the terrain editor (picture of zegling  on top bar of editor) The way the Unit appears in game is determined by the Actors and Models attached to it. Units main focus is to handle certain filed values such as stats and cost. Almost every Unit is going to have Abilities. These abilities are placed on the Command Card and is established by use of a Button. Units can also have Behaviors. Behaviors adds depth/buffs to the unit. Most Units will have Weapons and those weapons can be Upgraded by other Unit's Research Abilities.

### Hints

* Units can Train other units
* Units can be built on other units by use of a UnitType Validator in the Build Abilities
* Units can be resources
* Units can Morph into other Units
* Units can be used for Requirements
* Except placeholder unit, every unit need a unit actor, which defines the model and animations
* Placeholder unit uses the actor of the old unit.
* Abilities must be put in the **Ability: Abilities - Ability** field for them to function in the command card.
* Units can be used for Triggers

## Example Usage

### Every Unit and Building in Melee and custom maps

All the structures and units from the Noble marine to the mighty Ultralisk are units. Brood Lords spawn Broodling escort units that are unselectable which then convert themselves into projectiles which like all non beams are units. Even the mineral clusters gathered and the vespene geysers harvested are units. Units can also be used for heroes and items.

## Fields Description

### (None): AI Kite Range

If the unit is controlled by a computer (AI), indicates a maximum range to move from the location at which point the unit was affected by a buff behavior with the Is Kiting state flag enabled. This ressembles a bit to wandering behaviors, but it has a different purpose. It mainly indicates to the AI to have the unit stay put within the range indicated in this field, for as long as the unit is affected by Is Kiting. Used on Cyclone (which has a kite range of 10) to prevent it from moving too far away from its initial location when using the "Lock On" ability.

* A value of 0 is considered as "none". There must be a minimum to have this field work.

### **(None): Energy Armor Formula**

#### Negative Armor Multiplier

* Multiplier applied to the armor value is <0 for the damage formula
* Damage increase = 2-Negative Damage Base^(-ve armor\*Negative Armor Multiplier)

#### Negative Damage Base

* Base (https://en.wikipedia.org/wiki/Exponentiation) applied to the damage formula if armor is negative
* Damage increase = 2-Negative Damage Base^(-ve armor\*Negative Armor Multiplier)

#### Negative Damage Unscaled

* Flat damage increase per point of negative armor

#### Positive Armor Multiplier

* Multiplier applied to the armor value is >0 for the damage formula
* Damage reduction =((armor\*Positive Armor Multiplier)\*Positive Damage Ratio)/(1+Positive Damage Ratio\*(armor\*Positive Armor Multiplier))

#### Positive Damage Ratio

* The log? (please confirm correct mathematical terminology) applied per point of armor if positive for the damage formula
* Damage reduction =((armor\*Positive Armor Multiplier)\*Positive Damage Ratio)/(1+Positive Damage Ratio\*(armor\*Positive Armor Multiplier))

### (None): Energy Regen Rate Night

Can be used to allow units to regenerate at night without a behavior for each unit.

### (None): Gender

* Defines if the unit has a gender
* Useful for the Unit Compare Field validator

### (None): Learn Info Array (Exclusive to unit type Hero)

This uses the same structure as CAbilLearn\_LearnInfo. If any of the indices sets an ability link, it will override the corresponding info of the learn ability on the hero. As a result, you will no longer need to create separate learn abilities for different heroes.

* The command button of Learn Info can also be auto generated when the “Create Default Button” flag is set.

### **(None): Life Armor Formula**

#### Negative Armor Multiplier

* Multiplier applied to the armor value is <0 for the damage formula
* Damage increase = 2-Negative Damage Base^(-ve armor\*Negative Armor Multiplier)

#### Negative Damage Base

* Base (https://en.wikipedia.org/wiki/Exponentiation) applied to the damage formula if armor is negative
* Damage increase = 2-Negative Damage Base^(-ve armor\*Negative Armor Multiplier)
* Use 0.94 for a WC3 like armor mechanic

#### Negative Damage Unscaled

* Flat damage increase per point of negative armor

#### Positive Armor Multiplier

* Multiplier applied to the armor value is >0 for the damage formula
* Damage reduction =((armor\*Positive Armor Multiplier)\*Positive Damage Ratio)/(1+Positive Damage Ratio\*(armor\*Positive Armor Multiplier))

#### Positive Damage Ratio

* The log? (please confirm correct mathematical terminology) applied per point of armor if positive for the damage formula
* Damage reduction =((armor\*Positive Armor Multiplier)\*Positive Damage Ratio)/(1+Positive Damage Ratio\*(armor\*Positive Armor Multiplier))
* Use 0.06 for a WC3 like armor mechanic

### (None): Life Regen Rate Night

Can be used to allow units to regenerate at night without a behavior for each unit.

### (None): Main Attribute Damage Bonus (Exclusive to unit type Hero)

This field dictates how much attack damage bonus a hero unit receives per MainAttribute point.

### (None): Powerup Cost - Charge - Enable Charge Time Queueing

* **e\_chargeFlagRestoreAllChargesOnCooldown:** (Unknown)
* **Enable Charge Time Queueing:** (Unknown)

### (None): Powerup Cost - Charge - Cooldown - Operation

* **Add:** (Unknown) Adds the Cost: Powerup Cost - Cooldown - Time Start value onto the current cooldown with each use?
* **Add If Not In Cooldown:** (Unknown) Adds the Cost: Powerup Cost - Cooldown - Time Start value if the ability is not already in cooldown?
* **Max:** (Unknown)
* **Min:** (Unknown)
* **Multiply:** (Unknown) Multiply the current cooldown by the Cost: Powerup Cost - Cooldown - Time Start value?
* **Set:** (Unknown)

### (None): Resource Damage Leech Filters

* The filters for what targets this unit can leech resources from

### (None): Resource Damage Leech - Amount

* Amount of resources gained per damage type dealt using a Damage effect

### **(None): Revive Cost Per level**

#### Charge - Enable Charge Time Queueing

* **e\_chargeFlagRestoreAllChargesOnCooldown:** (Unknown)
* **Enable Charge Time Queueing:** (Unknown)

#### Charge - Cooldown - Operation

* **Add:** (Unknown) Adds the Cost: Revive Cost Per level - Cooldown - Time Start value onto the current cooldown with each use?
* **Add If Not In Cooldown:** (Unknown) Adds the Cost: Revive Cost Per level - Cooldown - Time Start value if the ability is not already in cooldown?
* **Max:** (Unknown)
* **Min:** (Unknown)
* **Multiply:** (Unknown) Multiply the current cooldown by the Cost: Revive Cost Per level - Cooldown - Time Start value?
* **Set:** (Unknown)

#### Charge - Enable Charge Time Queueing

* **e\_chargeFlagRestoreAllChargesOnCooldown:** (Unknown)
* **Enable Charge Time Queueing:** (Unknown)

#### Charge - Cooldown - Operation

* **Add:** (Unknown) Adds the Cost: Revive Cost - Cooldown - Time Start value onto the current cooldown with each use?
* **Add If Not In Cooldown:** (Unknown) Adds the Cost: Revive Cost - Cooldown - Time Start value if the ability is not already in cooldown?
* **Max:** (Unknown)
* **Min:** (Unknown)
* **Multiply:** (Unknown) Multiply the current cooldown by the Cost: Revive Cost - Cooldown - Time Start value?
* **Set:** (Unknown)

### **(None): Shield Armor Formula**

#### Negative Armor Multiplier

* Multiplier applied to the armor value is <0 for the damage formula
* Damage increase = 2-Negative Damage Base^(-ve armor\*Negative Armor Multiplier)

#### Negative Damage Base

* Base (https://en.wikipedia.org/wiki/Exponentiation) applied to the damage formula if armor is negative
* Damage increase = 2-Negative Damage Base^(-ve armor\*Negative Armor Multiplier)

#### Negative Damage Unscaled

* Flat damage increase per point of negative armor

#### Positive Armor Multiplier

* Multiplier applied to the armor value is >0 for the damage formula
* Damage reduction =((armor\*Positive Armor Multiplier)\*Positive Damage Ratio)/(1+Positive Damage Ratio\*(armor\*Positive Armor Multiplier))

#### Positive Damage Ratio

* The log? (please confirm correct mathematical terminology) applied per point of armor if positive for the damage formula
* Damage reduction =((armor\*Positive Armor Multiplier)\*Positive Damage Ratio)/(1+Positive Damage Ratio\*(armor\*Positive Armor Multiplier))

### (None): Shield Regen Rate Night

Can be used to allow units to regenerate at night without a behavior for each unit.

### (None): Speed Maximum

Maximum speed at which the unit can go at.

* Default is 160

### (None): Speed Minimum

Minimum speed at which the unit starts from.

* Default is 0

### (None): Subgroup Priority Delta

Adds to the unit's subgroup priority. Unlike subgroup priority, this can be upgraded.

### (None): Targeting Hit Test Priority

* If the number of units on screen exceed the number able to be rendered at once this value sets the priority for the unit to still be included in hit tests for launched missiles

### (None): Taunt doesn't stop unit

* Gives the taunt type an equivalent of the **Transient** flag
* Dance
* Cheer
* Tease

### (None): Tier Requirements (Exclusive to unit type Hero)

This field will override the tech requirement of CAbilTrain when the ability is used to train the current hero unit and there already exists more than one of the Tech Alias of the current unit for the current player.

### Ability: Abilities - Ability

* List of abilities the unit can use (max 32)
* Using the **Issue Order** effect or triggers allows the use of abilities that are not linked to a button in the command card
* The Attack ability is needed for the unit to be able to fire it's weapons
* The Move ability is needed for the unit to move by right clicking
* The Warpable ability is need for the units to be created in a Power Source
* Abilities of units a unit morphs into also count towards the cap

### Ability: Command Card - Buttons - Ability Command

* Part of the **Command Card** creation menu

* Determines the abilities performed when the buttons for the Ability Command command type are clicked

### **Ability: Command Card**

* Known issue: If the modder wishes to use the "Select Larva" command, he must ensure that the associated Spawn Behavior does not hide the count (flags). This most likely seems like a bug.

#### Buttons - Behavior

* Part of the **Command Card** creation menu
* Determines the Behaviors given for the **Passive** command type
* Seems partially obsolete as several in game units use the passive command type purely for the button texture and give the associated behavior with the **Behavior: Behaviors - Behavior** field

#### Buttons - Column

* Determines the horizontal position of each button

#### Buttons - Face

* The button seen in the command card
* Created under the Buttons data type

#### Buttons - Requirements

* Requirement shown on the button
* Does not affect the use of the button or it's visibility

#### Buttons - Row

* Determines the vertical position of each button

#### Buttons - Submenu Card ID

* Links the **Submenu** command type to one of the command cards listed under **Ability: Command Card - Card Id**

#### Buttons - Submenu Is Sticky

* If enabled then the submenu does not default to command card 1 after using a button from the submenu

#### Buttons - Submenu State

* Links the submenu to a Learn type ability
* Several different submenu command types with **Learn** abilities can be linked to the same command card
* The Learn ability must be set under **Ability: Abilities - Ability**

#### Buttons - Type

* Determines which command of an ability is performed if there are multiple eg. **Move** has 5 different commands for the same ability while **Attack** only has one

#### Card Id

* Used to link submenus to individual command cards
* Not much of interest here since it is filled in automatically with the utilization of a command card

### AI: AI Evaluation

* Specifies the type of unit the AI will consider this unit when evaluating its importance.

### AI: AI Evaluation - Constant

* Specifies a flat value to be added to the AI importance calculation.

### AI: AI Evaluation - Factor

* This value is multiplied by the AI importance calculation before the Constant is added.

### AI: AI Notify Effect

* Notification effect that occurs for the unit.

### AI: AI Override Target Priority

* Makes the AI switch from targets of lower priority to ones of higher priority
* Only in game units with a value >0 are gatherers like SCVs

### AI: Tactical AI Channel

* Specify the a trigger function that should be called periodically to while an order is being channelled so that the AI can cancel it, if desired.
* Represents a function name in the Galaxy virtual machine.
* When the unit is owned by an active AI player, it will periodically poll this function only while channelling.
* Tactical AI is only run for active computer players. It is not possible to turn on for non-computer player slots.
* The referenced function must use the following prototype:

void tacticalaifunction(int player, unit aiUnit, unitgroup scanGroup);

* The Odin has a good example of such a function:

void AIChannelMPOdin (int player, unit aiUnit, unitgroup scanGroup) {

```
   order cancelOrd = AICreateOrder(player, c_AB_Bombardment, 1);
   order curOrd;
   abilcmd curAbilCmd;
   point loc;
   fixed barrageRadius = AIEffectFixed(player, c_EF_BombardmentArea, c_fieldAreaRadius0);
   unit unitToCheck;
   int loop = 0;

```

```
   if (!UnitOrderIsValid(aiUnit, cancelOrd)) {
       return;
   }

```

```
   curOrd = UnitOrder(aiUnit, 0);
   if ((curOrd == null) && AIIsAttackOrder(curOrd)) {
       return;
   }

```

```
   curAbilCmd = OrderGetAbilityCommand(curOrd);
       AbilityCommandGetCommand(curAbilCmd) != 0) {
           return;
   }

```

```
   loc = OrderGetTargetPoint(curOrd);
   loop = UnitGroupCount(scanGroup, c_unitCountAll);
   while (loop > 0) {
       unitToCheck = UnitGroupUnit(scanGroup, loop);
       loop = loop - 1;

```

```
       if (PointsInRange(UnitGetPosition(unitToCheck), loc, barrageRadius)) {
           // found at least one enemy in the barrage area
           return;
       }
   }

```

```
   // cast a cancel order to stop barraging the empty area
   AICast(aiUnit, cancelOrd, c_noMarker, c_castHold);

```

}

### AI: Tactical AI Filters

* Filter set for the tactical AI responses to targets.
* (unsure) This is a pre-filter for the scanGroup argument of the tactical AI function.

### AI: Tactical AI Function

* Function or code that runs the unit's tactical artificial intelligence.
* Represents a function name in the Galaxy virtual machine.
* When the unit is owned by an active AI player, it will periodically poll this function.
* Tactical AI is only run for active computer players. It is not possible to turn on for non-computer player slots.
* The referenced function must use the following prototype:

void tacticalaifunction(int player, unit aiUnit, unitgroup scanGroup);

* The **Orbital Command** unit has a good example of such a function:

void AIThinkOrbitalCommand (int player, unit aiUnit, unitgroup scanGroup) {

```
   // rally
   if (AIEvalTacticalData(aiUnit, null)) {
       return;
   }

```

```
   if (ScannerSweep(player, aiUnit)) {
       return;
   }

```

```
   if (CargoDefend(player, aiUnit, scanGroup, 10, 10, c_TU_SCV, c_AB_CommandCenterChange))
   {
       return;
   }

```

```
   if (AISuspectDetectionDanger(player, c_lateDetectionDangerTime)) {
       if (UnitGetPropertyInt(aiUnit, c_unitPropEnergy, c_unitPropCurrent) < 150) {
           return; // save for two comsats
       }
   }

```

```
   if (CallDownMule(player, aiUnit)) {
       return;
   }

```

```
   ////  Save energy instead
   //ord = CallDownSupply(player, aiUnit);
   //if (ord != null) {
   //    AICast(aiUnit, ord, c_noMarker, c_castHold);
   //    return;
   //}

```

}

### AI: Tactical AI Range

* Range reference for the unit's tactical AI.

### Behavior: Add On Offset X

* If the unit is an addon for another unit, this field determines the offset along the global map X axis at which the addon is created

### Behavior: Add On Offset Y

* If the unit is an addon for another unit, this field determines the offset along the global map Y axis at which the addon is created

### Behavior: Added On Units - Behavior

* If the unit is an addon for another unit, this field determines the Behaviors given to the host unit

### **Behavior: Added On Units - Unit**

What units this unit can act as an addon for

#### Parent Behavior Link

Allows the ParentBehaviorLink behavior to control the parent building based on the state of the addon.

* When an addon is linked to a parent building, the behavior from ParentBehaviorLink will be applied to the parent building. The caster of this behavior is the Addon, not the parent building.
* Morph abilities can validate on this behavior to throw an error message when the parent building is given a lift command while the attached addon is researching.

### Behavior: Behaviors - Behavior

* Behaviors that are automatically active on unit birth/creation unless disabled/removed by validators or requirements
* These behaviors cannot be transfered using the [[Data/Effects/Transfer Behavior|Transfer Behavior effect

### Behavior: Built On As

* Units built on this unit are exchanged with the selected unit

### Behavior: Built On

* Unit on which the Unit must be constructed eg. Extractors need Vespene Geyser units to be built on
* The unit built on is still known as existing
* (Unknown) what properties are transferred but the current **Stats: Amount** of the Resource behaviour is shared both ways
* If this feature gives problems in game check the **Movement: Pathing Footprint - Placement** footprint from the Footprints data type that is used for the unit

### Behavior: Damage Dealt (Veterancy)

* A multiplyer for the Veterancy behavior based on the experience points gained by damage dealt by the unit

### Behavior: Damage Taken (Veterancy)

* A multiplyer for the Veterancy behavior based on the experience points gained by damage taken by the unit

### Behavior: Resource Drop Off

* Makes the unit a drop off for resources collected by units with the Harvest ability
* Each of the four resources is a box that can be checked to enable deposition at the unit

### Behavior: Resource State

* **Harvestable:** means that units with the Harvest ability can gather resources from the unit if the unit has the Resource behaviour
* **Unknown:** means that the unit is unable to be harvested
* **Raw:** means that the resources cannot be gathered by units specifically with the **Harvest** ability.
	+ Used by vespene geysers to prevent direct harvesting while still keeping count of the remaining resource amount

### Behavior: Resource Type

* The resource type of the four gathered from the unit if it has the Resource behaviour by harvesting units (1 Max)

### Behavior: Response

* Response the unit has when hit by an effect which can cause the acquire/flee response
* **Acquire:** makes the unit return fire
* **Flee:** makes the unit run away from the effect source

### Combat: Armor Type

Armor Type decides the damage multipliers of weapons used against units.

### Combat: Attack Speed Multiplier On Creep

* Multiplier applied to the period of Weapons when the unit is on creep

### Combat: Attack Target Priority

* The priority the unit has of being targeted automatically when the initial target dies

### Combat: Death Reveal Duration

* Duration of the reveal area of where the dead unit stood

### Combat: Death Reveal Radius

* Radius of the area that is revealed when the unit dies

### Combat: Death Reveal Type

* **Snapshot:** reveals structures and non mobile units as stationary images in the last position seen at the time of unit death
* **Vision:** gives full vision of the area until the duration expires

### Combat: Default Acquire Level

* (Unknown) presumed to be involved with the conditions on which the unit acquires a target without being ordered
* Defensive (Unknown) used only by gatherers, is presumed to only acquire to defend itself. Unit attacks only when ordered to.
* None (Unknown) used only by Carrier interceptors
* Offensive (Unknown) default setting
* Passive (Unknown) only used by Overmind Tendril. Unit attacks only when ordered to.

### Combat: Energy Gained by Damage Taken

* Amount of the energy vital the unit gains for each point of damage it takes from each of the damage types

### Combat: Energy Leeched by Damage Dealt

* Amount of the energy vital the unit gains for each point of damage it deals for each of the damage types

### Combat: Kill Experience

* Number of experience points given to units with the Veterancy behavior if they kill this unit

### Combat: Kill Resource

* Amount of resources given to the player of the unit that kills this unit

### Combat: Life Gained from Damage Taken

* Amount of the life vital the unit gains for each point of damage taken from each of the damage types

### Combat: Life Leeched from Damage Dealt

* Amount of the life vital the unit gains for each point of damage it deals for each of the damage types

### **Combat: Revive Cost Per Level**

#### Charge - Count (Max)

* Max number of charges this ability can hold added for each level of Veterancy behavior the unit has?
* (Unknown) How it interacts with the Revive ability charge pool

#### Charge - Count (Start)

* Starting amount of charges of the ability added for each level of Veterancy behavior the unit has?
* (Unknown) How it interacts with the Revive ability charge pool

#### Charge - Count (Use)

* Cost in charges added to the Revive ability cost for each level of Veterancy behavior the unit has

#### Charge - Hide Count

* Hide the amount of charges count in the UI

#### Charge - Link

* String that allows several abilities/effects to share the same pool of charges

#### Charge - Location

* Determines the sharing of the charges
* **Ability:** means that the charge sharing is only limited to this ability
* **Behavior:** (Unknown)
* **Global:** means that the charges are shared between all players so that an ability could only be used a limited number in total by all players
* **Player:** that the charges are shared between all units of that player
* **Unit:** means each unit has it's own charge pool

#### Charge - Time Start

* The time taken to regenerate a charge
* Since patch 1.4 this is inconsistently used as the time taken to first generate a charge in some cases

#### Charge - Time Use

* The time increment to the Charge - Time Start each time the ability is used
* Since patch 1.4 this is inconsistently used as the time taken between charge regeneration in some cases

#### Charge - Link

* String that allows several abilities to share a common cooldown

#### Charge - Location

* Determines the extent of the sharing of the cooldown
* **Ability:** means that the cooldown sharing is only limited to this ability on this unit
* **Behavior:** (Unknown)
* **Global:** means that the cooldown is shared between all players so that the ability works on a first come first serve basis
* **Player:** that the cooldown is shared between all units of that player
* **Unit:** means each unit has it's own cooldown

#### Cooldown - Time Start

* Cooldown added for each level of Veterancy behavior when the unit is created before it can first have the Revive ability used on it

#### Cooldown - Time Use

* Cooldown added for each level of Veterancy behavior to the time between when the unit can next have the Revive ability used on it

#### Cost Display

* If the Revive ability costs resources or vitals to use, this field determines which ones are shown

#### Technology Resource Cost

* Cost added for each level of Veterancy behavior to the cost of using the Revive ability on this unit in technology resources (minerals, vespene, terrazine and custom)

#### Vital Fraction

* Cost added for each level of Veterancy behavior to the cost of using the Revive ability on this unit in percentage of life, shield and/or energy.

#### Vitals

* Cost added for each level of Veterancy behavior to the cost of using the Revive ability on this unit in life, shield and/or energy.

### **Combat: Revive Cost**

#### Charge - Count (Max)

* Max number of charges this ability can hold added to the Revive ability charge pool?
* (Unknown) How it interacts with the Revive ability charge pool

#### Charge - Count (Start)

* Starting amount of charges of the ability added to the Revive ability charge pool?
* (Unknown) How it interacts with the Revive ability charge pool

#### Charge - Count (Use)

* Cost in charges added to the Revive ability cost

#### Charge - Hide Count

* Hide the amount of charges count in the UI

#### Charge - Link

* String that allows several abilities/effects to share the same pool of charges

#### Charge - Location

* Determines the sharing of the charges
* **Ability:** means that the charge sharing is only limited to this ability
* **Behavior:** (Unknown)
* **Global:** means that the charges are shared between all players so that an ability could only be used a limited number in total by all players
* **Player:** that the charges are shared between all units of that player
* **Unit:** means each unit has it's own charge pool

#### Charge - Time Start

* The time taken to regenerate a charge
* Since patch 1.4 this is inconsistently used as the time taken to first generate a charge in some cases

#### Charge - Time Use

* The time increment to the Charge - Time Start each time the ability is used
* Since patch 1.4 this is inconsistently used as the time taken between charge regeneration in some cases

#### Cooldown - Link

* String that allows several abilities to share a common cooldown

#### Cooldown - Location

* Determines the extent of the sharing of the cooldown
* **Ability:** means that the cooldown sharing is only limited to this ability on this unit
* **Behavior:** (Unknown)
* **Global:** means that the cooldown is shared between all players so that the ability works on a first come first serve basis
* **Player:** that the cooldown is shared between all units of that player
* **Unit:** means each unit has it's own cooldown

#### Cooldown - Time Start

* Cooldown added to the Time Start cooldown of the Revive ability when the unit is created before it can first be revived

#### Cooldown - Time Use

* Cooldown added to the Time Use cooldown of the Revive ability when reviving this unit

#### Cost Display

* If the Revive ability costs resources or vitals to use, this field determines which ones are shown

#### Technology Resource Cost

* Cost added to the cost of using the Revive ability on this unit in technology resources (minerals, vespene, terrazine and custom)

#### Vital Fraction

* Cost added to the cost of using the Revive ability on this unit in percentage of life, shield and/or energy.

#### Vitals

* Cost added to the cost of using the Revive ability on this unit in life, shield and/or energy.

### Combat: Shields Gained from Damage Taken

* Amount of the shield vital gained for each point of damage taken by the unit from each damage type

### Combat: Shields Leeched from Damage Dealt

* Amount of the shield vital gained for each point of damage dealt by the unit for each damage type

### Combat: Turrets

* You can add Turrets in this field
* Does NOT require the model used for the Unit actor to have a TurretZ attachment point.
* Attachment point for this turret must be specified in the Turret actor on the **Attachment: Yaw Query +** fields either filtered by **Direct** or through Attach Methods.
* Pylon use it.

### Combat: Weapons - Turret

* Turrets the unit has
* Created under the Turrets data type
* Requires the model used for the unit actor to have a **TurretZ** attachment point to function properly (able to be viewed under the Cutscenes Editor)
* Allows units with Weapons with a low arc to fire without the unit turning
* Additional turrets can be added by Items and Behaviours

### Combat: Weapons - Weapon

The Weapons used by the unit

* Additional weapons can be added by Items and Behaviours
* Requires an enabled Attack ability to use in game
* Highest index (closest to 0) indicate which weapon will be favored. This can play out when setting the "Linked Cooldown" flag on a weapon.

### Cost: Cost Category

* How the AI categorizes the unit for spending resources

### Cost: Cost

* Cost of the unit in technology resources

### Cost - Powerup Cost +

* Standard cost fields associated with the powerup

### Cost - Powerup Effect

* (Unknown) item use maybe?
* Uses Effects

### Cost - Powerup Filters

* Filters for determining what the powerup applies to

### Cost - Powerup Range

* (Unknown) Range the powerup can be used at?

### Editor: Editor Categories

* What folder the unit appears under in the **Units** pallet of the Terrain Editor
* Character
* Destructible
	+ Units used to block off accesses for a certain regions of the map and must be destroyed to open those new region up on the map.
	+ Rocks can be used to block off paths ramps expansions and cover resources
* Hero
* Item
* Other
* Projectile
* Prop
* Resource
* Set
* Shape
* Structure
	+ Units that are labeled as structure play a vital role in Melee games. Structures are usually constructed by worker and provides a means for the race to train a army, research upgrades, cast abilities and be used to gather resources.
* Unit

### Editor: Editor Comment

* Personal notes from the authors
* Useful for people trying to learn from the map
* Able to be used by the Unit Compare Field validator

### Editor: Editor Description

* Description of the unit in the unit pallet of the Terrain Editor

### Editor: Editor Facing Alignment

* What angle the unit is created at when placed in the editor
* a value of 0 allows for random facing

### Editor: Editor Flags

* Flags used for editor placment of the unit
* **Ambient Lighting Occlusion:** (Unknown)
* **Block Structures:** prevents buildings being stacked on top of other units in the editor
* **Can Rotate:** means the direction the unit faces can be turned in the editor
* **Default To Neutral Player:** means that the unit is placed in the editor as belonging to (0) Neutral irrelevant of what the player setting is in the Units menu of the terrain editor
* **Hostile Default:** means that the unit is placed in the editor as belonging to (15) Hostile irrelevant of what the player setting is in the Units menu of the terrain editor
* **No Auto Rotate:** disables random auto rotation of the unit when placing it in the terrain editor
* **No Palettes:** (Unknown) used by beacons
* **No Placement:** (Unknown) used by beacons

### Editor: Editor Prefix

* String that appears after the **Unit: Name** in the editor
* Useful for grouping units together when searching
* Able to be used by the Unit Compare Field validator

### Editor: Editor Suffix

* String that appears before the **Unit: Name** in the editor
* Useful for grouping units together when searching
* Able to be used by the Unit Compare Field validator

### Movement: Acceleration

* The rate at which the unit reaches its speed set under **Movement: Speed** from being stationary

### Movement: Acquire Leash Radius

* When the unit is idle this field determines how far the unit will chase an acquired target before giving up and returning to the original point

### Movement: Acquire Leash Reset Radius

* If the unit has given up on chasing an acquired target this field determines the distance from the original point the unit must be before being able to acquire another target
* Can create a down time where units are vulnerable

### Movement: Acquire Movement Limit

* Pathing distance limit for acquiring a target

### Movement: Allied Push Priority

* Push priority when trying to move through stationary ally units
* Units with a higher number in this field are unable to be blocked by units of a lower number by being able to push them out the way
* Units with equal numbers in this field are unable to significantly move stationary units

### Movement: Collide

* Determines the group that the unit collides with other units on, eg. having both **Ground** and **Flying** Checked would mean the unit collides with both ground and air units.
* Determines what pathing the unit collides with, eg. having **Ground** checked would prevent the unit from moving in areas designated as **No Pathing** and having **Flying** checked would prevent the unit from moving through **No Fly Zones**

### Movement: Creep Speed Bonus

* Flat value added or subtracted from the unit's **Movement: Speed** when on creep

### Movement: Creep Speed Multiplier

* Amount the **Movement: Speed** is multiplied when on creep (0.01 Min)

### Movement: Deceleration

* Rate at which the unit slows from the **Movement: Speed** to being stationary

### Movement: Inner Radius While Dead

* Radius for unit-structure collision/interaction when the unit is dead

### Movement: Inner Radius

* Radius for unit-structure collision/interaction

### Movement: Lateral Acceleration

* How fast the unit accelerates in a new direction while turning

### Movement: Mover

* Mover the unit moves with set under Movers data type
* Usually use an **Avoid** or **Flock** type of mover
	+ Ground - unit follows the contours of the terrain
	+ Fly - unit moves at a set height (set in UI: Height) and only changes elevation to adjust for the terrain height nearing the height of the unit
* Determines collision with terrain

### Movement: Overlap Index

* Allows units to overlap partially according to the smaller **Movement: Radius** of the two units
* 0 = does not allow over lap
* 1 = can overlap with 2 and 3 but not 1
* 2 = can overlap with 1 and 3 but not 2
* 3 = can overlap with 1 and 2 but not 3

### Movement: Pathing Footprint

* Footprint used for unit pathing around the unit
* Created under Footprints data type
* Makes placing the unit in the editor snap to the square grid
* Seems to prevent units from turning. They would need a turret to turn for an attack or an ability.

### Movement: Pathing Footprint - Dead

* Footprint used for unit pathing around the corpse of the dead unit
* Created under Footprints data type

### Movement: Pathing Footprint - Placement

* Used for placement of the unit when created by construction or spawning
* The **Placement Check** tiles of the footprint need to meet the condition flags in each **Set** to allow placement
* Makes placing the unit snap to the square grid
* Created under Footprints data type

### Movement: Plane Array

* Air means that for targeting the unit is known as an air unit
* Ground means that for targeting the unit is known as a ground unit
* If both are checked like the collossus then both air and ground attacks can hit it

### Movement: Push Priority

* Units with a higher number in this field are unable to be blocked by units of a lower number by being able to push them out the way
* Units with equal numbers in this field are unable to significantly move stationary units

### Movement: Radius - Dead

* Radius for unit corpse-unit collision/interaction

### Movement: Radius

* Radius for unit-unit collision/interaction
* Below 1, entering a value always rounds up to the nearest value valid by the editor (ex: entering 0.6 will always set at 0.625).
* Careful notice when attempting to create custom units: When copying existing model, we sometimes tend to increase the radius since the unit is larger. Undesirable outcomes has been observed when moving close to some structures (ex: Barracks) causing the unit to get bumped away. This can solved by tuning the **Inner Radius,** which is responsible for interaction with structures.

### Movement: Separation Radius

* Seperation the unit tries to have in a group when moving to prevent collision

### Movement: Speed

* Speed the unit moves at unless impeded
* (Not Sure) Measured in terrain squares per second

### Movement: Stationary Turning Rate

* Rate at which the unit turns when stationary
* Requires the **Turnable** flag under **Unit: Flags**

### Movement: Turning Rate

* Determines the rate of turning while moving
* If set very low the unit will need a very large arc to turn around meaning if it is ordered to a location within the arc it will just circle that point
* Only used if the **Turn Before Moving** flag is disabled under **Unit: Flags**

### **Stats: Attribute Points Info Array (Exclusive to unit type Hero)**

Sets the starting and leveling attribute points of a hero based on the current level of the Hero. This will only set Attribute Points; it won't apply the Attribute behavior if the hero does not already have one.

### Stats: Boosted Cliff Level

* (Unknown) Has no effect on terrain elevation even with footprints that have the Boost Cliff/Height flag enabled under **Placement Apply** (tested with 0 and 1 cliff height)

### Stats: Boosted Height

* (Unknown) Has no effect on terrain elevation even with footprints that have the Boost Cliff/Height flag enabled under **Placement Apply** (tested with 1 cliff height)

### Stats: Built On As

Allows you to modify the type of building constructed on another building based on the built-upon building's built on list.

* Used by vespene structures (ex: Refinery) that either remains the same on regular vespene geysers or become a "Rich" version of the structure on Rich Vespene fields.

### Stats: Build time

An extra place to store a build time on unit data, which can be used to config build times in CAbilBuild, CAbilTrain, and CAbilMorph.

### Stats: Built On As

Existing unit on which the unit must be built.

### Stats: Cargo Overlap Filters

* Filter to ignore the collision of units with certain attributes when unloading this unit from a Transport ability

### Stats: Cargo Size

* If the unit is loaded by a Transport ability, this field determines how many cargo slots the unit takes

### Stats: Death Time

Amount of time it takes the unit to die. After this time, the unit will be removed from the game, and not able to be referenced. Setting to -1 will cause the unit to always be "in the game" even if it is dead.

* This can be used for DeadAnimationMacro, if timer sets are to be used. It helps actors trace the unit and base events on it, since it can still be referenced.
* Take note that this also has a conflicting interaction with the warp train ability. The actual Warpgate's warp train ability creates an actor, thus its creation is based on the ability "target start/stop" and there's a catch: if the unit dies, and its death time is over 0, the abilitiy target stop event will not stop until the death timer has run out, which means that even if a unit is dead under construction, the animation still remains. It can be fixed by adding a unit death event in the actor, since it is linked the actor of the warped unit.
* Don't be afraid to use it, the unit's supply, army select wont remain, so it's handy for creating custom death animations or fixing them. However, make sure there are not too many left overs at -1 timer (infinite), otherwise this leads to a massive lag later. This however failed for death of type: Blast, which appears to be a bug on Blizzard's side.

* When the the unit is removed from the game, the unit cannot be revived with the Revive ability or targeted by abilities and effects that have **Dead** as required in their filters

### Stats: Energy Armor

* Amount of points of energy armor the unit has
* Potentially affects the amount of damage taken from Damage effects

### Stats: Energy Damage Ratio

* How much of the energy vital is lost per point of damage taken
* (Unknown) how it prioritises against shield damage taken
* Used for "Mana Shield" possessing units

### Stats: Energy Maximum

* The unmodified maximum amount of the energy vital the unit can have

### Stats: Energy Regen Rate Bonus on Creep

* Bonus value added onto the **Stats: Energy Regeneration Rate** when on creep

### Stats: Energy Regeneration Delay

* The time taken from having lost energy through cost or effects or combat before the energy vital starts regenerating again

### Stats: Energy Regeneration Rate

* The amount of points of the energy vital generated per second
* Can be a negative number

### Stats: Energy Starting Amount

* The amount of the energy vital the unit has on completion of construction or creation

### Stats: Facing

* The angle the unit faces if it lacks the **Turnable** flag
* Used for positioning the direction buildings face

### Stats: Item

* The item properties this unit has when acting as an item in an Item Container or Inventory of another unit
* Properties are determined under the Items data type

### Stats: Level

* When set to > 0, if a unit is highlighted, its tooltip will show this level under the unit’s name.
* This field can be used to target sort or validate. It can also be used in accumulators.

### Stats: Life Armor Level

* The number shown in the lower right of the UI for the armor displaying what level the armor is

### Stats: Life Armor

* Amount of points of life armor the unit has
* Potentially affects the amount of damage taken from Damage effects

### Stats: Life Maximum

* The unmodified maximum amount of the life vital the unit can have (1 Min)

### Stats: Life Regen Rate Bonus on Creep

* Bonus value added onto the **Stats: Life Regeneration Rate** when on creep

### Stats: Life Regeneration Delay

* The time taken from having lost life through cost, effects or combat before the life vital starts regenerating again

### Stats: Life Regeneration Rate

* The amount of points of the life vital generated per second
* Can be a negative number

### Stats: Life Starting Amount

* The amount of the life vital the unit has on completion of construction or creation (1 Min)

### Stats: Main Attribute (Exclusive to unit type Hero)

A single behavior link that is auto applied/unapplied on unit creation/morph.

* No different from a normal behavior field. However, using this as a single field allows it to be easily read via a catalog function to determine a hero’s main attribute.

### Stats: Mass

* Stat utilized by the Apply Force effect to determine how far/fast the unit is moved
* Has effective value between 0 and 1 (may have changed since patches)

### Stats: Mob

* (Unknown) used to do with some MOB cheat

### Stats: Pawn Item Reduction

* Percentage of unit cost gained when sold as an item using the Pawn ability
* Requires the **Pawnable** flag

### Stats: Race

* Race from the Races data type the unit is known as

### Stats: Repair Time

* Time it takes to fully reheal the unit by the Create Healer effect

### Stats: Revive Delay

* Time it takes before a Revive ability is usable

### Stats: Revive Time

* Time it takes for a Revive ability to finish after it has started

### Stats: Score - Kill

* Amount of score gained/lost by killing the unit
* (Rephrase) Used for score count in the screen when game ends

### Stats: Score - Lost

* Amount of score gained/lost by losing the unit to an attacker
* (Rephrase) Used for score count in the screen when game ends

### Stats: Score - Produce

* Amount of score gained/lost by producing the unit
* (Rephrase) Used for score count in the screen when game ends

### Stats: Shield Armor Level

* The number shown in the lower right of the UI for the armor displaying what level the armor is

### Stats: Shield Armor

* Amount of points of shield armor the unit has
* Potentially affects the amount of damage taken from Damage effects

### Stats: Shield Damage Ratio

* The amount of shield vital lost per point of damage taken

### Stats: Shield Maximum

* The unmodified maximum amount of the shield vital the unit can have

### Stats: Shield Regen Rate Bonus on Creep

* Bonus value added onto the **Stats: Shield Regeneration Rate** when on creep

### Stats: Shield Regeneration Delay

* The time taken from having lost shield through cost, effects or combat before the shield vital starts regenerating again

### Stats: Shield Regeneration Rate

* The amount of points of the shield vital generated per second
* Can be a negative number

### Stats: Shield Starting Amount

* The amount of the shield vital the unit has on completion of construction or creation

### Stats: Sight Bonus

* Amount the sight radius is modified with a day/night cycle
* Day/night cycles are implemented using Set Time Of Day and Set Day Length triggers
* (link to tutorial)

### Stats: Sight Radius

* How far the unit can see
* Seems to cap at 16 even though it accepts values up to 32

### Stats: Supplies

* Affects how much supply is produced/consumed
* Positive values produce supply
* Negative values consume supply

### Stats: Vision Height

* What height the unit vision is known as
* If the vision height is higher than units or doodads that have fooptints with the **Block Vision** flag the unit will be able to see over the vision blocker

### Stats: Vital Bonus On Dense Terrain

* Bonus to max vitals when on dense terrain (what defines dense terrain?)

### Stats: Vital Multiplier On Dense Terrain

* Multiplier applied to max vitals when on dense terrain (what defines dense terrain?)

### Tech Tree: Glossary Category

* What tech tree the unit belongs too
* Must change the last part of the text key eg. Unit/Category/**Change Here**

### Tech Tree: Glossary Strong Array

* Units this unit is known as strong against

### Tech Tree: Glossary Weak Array

* Units this unit is known as weak against

### Tech Tree: Tech Alias

* The value or string alias for a unit, group of units, abilities or behaviours recognised by the Requirements data type as equivalent for enumerating several different data objects
* Used by the zerg town centers for the **Have Hatchery** requirement
* Can now be used by Unit Type validators.

**Warning:** Since patch 5.0, this field is currently broken. Any requirement/validator attempting to link on this field, will fail to trace any other unit than the original one. Hardcoded units seems to be functionning, but not newly created units. A test made on "Alias\_Barracks" revealed that the requirement does recognize a Barracks, but not a Flying Barracks. What makes even less sense, is that the a Tech Alias does not even stipulate any unit, since it's just a string name.

### Tech Tree: Tech Tree Produced Units

* Units Trained by this unit in the tech tree

### Tech Tree: Tech Tree Unlocked Units

* Units unlocked by this unit in the tech tree

### UI: Description

* Description of the unit when the wireframe is highlighted in the UI

### **UI: Equipment Array**

#### Effect

* The Damage effect whose **Combat: Amount** is used to override the UI to create a dummy weapon

#### Icon

* The texture used for the icon of the dummy weapon

#### Tooltip

* The highlight tool tip for the dummy weapon

#### Weapon

* Placing Weapons (usually Dummy Weapons) here will override the default UI display on the Unit Panel.
* If you have 5 weapons on your unit in the **Combat: Weapons - Weapon** field, will display all 5 as normal. However, if you place 1 weapon in this field, will only display 1 weapon (Merc Battlecruiser is an example).
* Does not require any weapons in the **Combat: Weapons - Weapon** field.

### **UI: Fidget**

#### Chance Array

Used to randomly move or animate a unit when a unit enters an idle state.

* **Animation:** Chance that the unit will use its Fidget animation (according to its model).
* **Idle:** Chance that the unit will remain idle.
* **Move:** Chance that the unit will move a small amount similar to a Wander behavior.
* **Turn:** Chance that the unit changes the direction it is facing

#### Delay Max

* Time value between the delay max and min will determine how long the unit is idle before it starts to fidget

#### Delay Min

* Time value between the delay max and min will determine how long the unit is idle before it starts to fidget

#### Distance Maximum

* Distance between the distance max and min will determine how far the unit moves when it uses the **Move** fidget

#### Distance Minimum

* Distance between the distance max and min will determine how far the unit moves when it uses the **Move** fidget

#### Turn Angle

* How far the unit turns when using the **Turn** fidget

#### Turning Rate

* How rapidly the unit turns when using the **Turn** fidget

### UI: Fog Visibility

* How the unit appears through the fog of war
* **Dimmed:** makes the unit appear as a dimmed mobile version
* **Hidden:** means the unit cannot be seen
* **Snapshot:** appears as a stationary image of the unit
* **Visible:** is indistinguishable from dimmed maybe only visible if **Actor: Fog Visibility** of the actors is set to visible as well

### UI: Height

* How high the unit is off the ground
* Determines the starting height of missiles

### UI: Hotkey Alias

* Dertmines the total share of hotkeys between units. For example, a Siege Tank (Sieged) and a Siege Tank (Unsieged) share the very same hotkey alias. This allows the player, upon selecting them, to see both Siege and Unsiege ability commands on both. Otherwise, it would only be possible to see the hotkey of the currently selected units.

### UI: Hotkey Category

* Determines which category the unit will be in in the hotkey setup menu.

### UI: Kill Display

* Shows how many units are killed by the unit or units spawned by the unit with the **KillsToCaster (Unnamed)** buff
* **Always:** shows the kill count even if the unit has not killed anything
* **Default:** only has the bar appear when the unit kills something
* **Never:** does not show the kill counter

### UI: Life Armor Display Flags

* **Collapse:** Buffed fuses the armor value of the base armor and the buff armor into a single combined value
* **Expand Upgraded:** shows the base armor and armor added from upgrades as seperate values
* **Rounded:** shows the armor value rounded to a whole number (no decimals)

### UI: Life Armor Name

* What the armor of the unit is called when highlighted with the mouse
	+ Need to change the last part of the text key eg. Unit/LifeArmorName/**Change This**

### UI: Life Armor Tooltip

* Tooltip shown when highlighting the armor in the UI

### UI: Minimap Radius

* How large the unit team colour square/icon appears on the minimap
* Icon set under **UI: Minimap Icon** field of the Unit type of actor for the unit

### UI: Order Display Minimum

* Number of queued abilities required to start showing waypoints

### UI: Random Names

* Array of strings randomly displayed under the unit name on creation
* Use for generic heroes

### UI: Rank Display

* Shows the current unit rank set under the **UI: Unit Kill Rank +** fields of the Game UI Data data type
* **Always:** shows the rank even if the unit has not killed anything
* **Default:** only has the bar appear when the unit kills enough to gain a rank
* **Never:** does not show the rank

### UI: Shield Armor Display Flags

* **Collapse Buffed:** fuses the armor value of the base armor and the buff armor into a single combined value
* **Expand Upgraded:** shows the base armor and armor added from upgrades as seperate values
* **Rounded:** shows the armor value rounded to a whole number (no decimals)

### UI: Shield Armor Name

* What the armor of the unit is called when highlighted with the mouse
* Need to change the last part of the text key eg. Unit/ShieldArmorName/**Change Here**
* If you have any buffs/triggers that add shields to units do not forget to change this for all units that can have the added shields else it says **Unknown** as the shield armor name, this is a common oversight for many maps

### UI: Shield Armor Tooltip

* Tooltip shown when highlighting the armor in the UI

### UI: Speed Display Flags

* **Collapse Buffed:** fuses the speed value of the base speed and the buff speed into a single combined value
* **Expand Upgraded:** shows the base speed and speed added from upgrades as seperate values
* **Rounded:** shows the speed value rounded to a whole number (no decimals)

### UI: Subtitle

* Test shown below the **Unit: Name** in the UI

### UI: Synchronous Model Data

Makes sure that models appear the same for all players in an online multiplayer game, for example that they all see the same model variation.

### Unit: Attributes

* What attributes the unit is known as
* Used for filters to determine what can target the unit
* Used for attribute bonus/factor of the Damage effect
* Some attributes are set under **Unit: Flags**

### Unit: Death Reveal Filters

* Filters for revealing other units in the **Combat: Death Reveal Radius** area

### Unit: Effect

* Effects used on:
* **Birth:** Effect used when the unit is trained/spawned
* **Create:** Effect used when the unit is created by triggers of a Create Unit effect
* **Death:** Effect used when the unit is killed
* **Revive:** Effect used when the unit is revived

### Unit: Flags

* **Acquire Rally:** (1.5) The created unit will acquire targets on the way to it's rally point, like in an attack move command
* **AI Caster:** makes the unit known as a spellcaster for attack purposes
* **AI Changeling:** marks the unit as a Changeling, for use in AI code that can spot Changelings.
* **AI Disable Flee On Damage:** makes the unit ignore attacks that would cause it to flee
* **AI Disable Press Forward:** does not allow the unit to move forward in order to allow other units to get in range. For example, at a choke point if a large crowd of Marines are trying to attack, the AI will normally move the first few forward so that multiple rows can attack. When this is checked, only the first few Marines will get to attack, and the rest will just wait in line. This is only pertinent when the player has AI initialized and the unit is not script controlled.
* **AI Flag To Force Tactical Think Even On Inactive AI/ScriptControlled:** (Unknown) potentially allows the unit to show AI even for disabled computer players. A test has shown that units with this flag may (not 100% accurate) automatically re-embark in the transport they are being unloaded from if that transport didn't have the time to stop before unloading them (queueing other orders like moving back did help causing this situation). Although this is an unrelevant situation, this indicates that this flag can affect User players and is not limited to Computer AI. Other strange behaviors may occur (as it is suspected to have a major impact on all units), it is recommanded to not use this flag on units that can be played by a User player. Further more, it might not be optimal for use as it is unclear how this actually helps AI of a computer.
* **AI Ignores This Unit Type And Won't Try To Make It:** (Unknown)
* **AI Observatory:** makes the AI move to this unit when scouting
* **AI Prefer Burrow:** (1.5) (Unknown)
* **AI Preplaced Force Bully:** When preplaced onto a map, this unit will be considered as a replaceable bully by the computer even if the computer cannot currently replace it. This allows for abilities gained via the Replace Ability trigger action to be used by the computer to replace bullies.
* **AI Resource Blocker:** Used the Mineral Shield unit (used by the ability). Seems to force the AI to go harvest somewhere else instead of waiting after the resource availability. The concept behind this flag was to temporary block the resource from being harvested, without causing the AI to keep trying its workers on it.
* **AI Tag For Area of Effect/Splash Damage Units:** makes the AI target clusters of troops to do the most damage with splash and area effects
* **AI Tag For Defence Units:** makes the unit be used for the defence of the base
* **AI Tag For Marking Special High Priority Targets:** (Unknown)
* **AI Tag For Splitter Wave Behavior:** (Unknown)
* **AI Tag For Support Units:** places the unit at the back of the army to make them less vulnerable to attack
* **AI Tag For Temporary Units:** let's the AI know that this unit does not last forever
* **AI Threat (Air):** (Unknown)
* **AI Threatens Air Units:** makes air units attack the unit in preference to other targets
* **AI Unit Obeys Suicide Even If It's Not A Normal Attacking Unit:** This has to do with triggers like Global Suicide, and tells the AI to flag the unit as a suicide unit regardless of whether it can actually suicide or not.
* **Always Threat To Attackers:** makes the unit be attacked in preference
* **Always Check Collision:** (Unknown)
* **Army Selected:** makes the unit be selected when the **Select Army** button is pressed
* **Bounce:** (Unknown)
* **Built On Optional:** If the unit is built on another unit this flag allows it to be placed on empty terrain without the unit it is built on
* **Buried:** Gives the unit the "Burried" trait, which can be filtered with unit filters. If cloaked, this flag will take off the blueish visual that usually comes along with the **Cloaked** flag, usually for the logic of burrowed units (such as Zergs).
* **Camera Follow:** The camera will follow the unit if it is selected and the UI is pressed with the **Left** mouse button
* **Cannon Tower:** (Unknown)
* **Clear Rally On Death:** removes the rally destination if the unit dies
* **Cloaked:** Makes the unit cloaked and untargetable (driectly) unless detected including the blue glow. Requires detection to be seen if being an opposing player.
* **Core:** (Unknown)
* **Create Visible:** makes units with **UI: Fog Visibility** set to snapshot automatically appear on the map
* **Destructible:** makes the unit a destructible terrain item
* **Footprint Always Ignore Height:** Normally, buildings and destructibles will lose their footprints when they have a customized height. This flag makes sure a unit will always create footprints regardless of their current height.
* **Footprint Persist Rotate:** If a unit has a Persist type footprint (e.g. a bridge), this flag will allow the unit to rotate their footprints based on their current facing direction. Please note that footprints can only be rotated in increments of 90/180/270/360 degrees.
* **Gate:** (Unknown)
* **Grant Level Kill XP**: Enables this unit to give Experience from being killed by any unit using a Veterancy Behavior. **Kill Experience** field must have a valid value above 0. Technically, one who would want to build a veterancy system for his mod would require to enable this field on every unit that participates to EXP gain. Faster methods such [**Disable** **XP Disable Melee Option**] in triggers enables XP for all units, no matter if this flag is enabled or not.
* **Hero:** makes the icon of the unit appear at the lower right of the UI because it is known as a hero
* **Hidden Cargo UI:** (1.5) (Unknown)
* **Hide From Harvesting Count:** Excludes the unit from the **UI: Status Harvester Data +** count of Unit
* **Ignore Attack Alert:** Prevents the unit from generating an attack alert ("your forces are being attacked" message) when attacked. Similar to Use Town Alert flag.
* **Ignore Terrain Height:** sets the unit height relative to the lowest possible game height of (-8)
* **Individual Subgroups:** (Unknown)
* **Invulnerable:** makes the unit have the invulnerable attribute for target filters
* **Keep Rally On Target Lost:** If the **Acquire Rally** flag is enabled and the unit loses the target, this flag will make it start heading back towards the rally point
* **Kill Credit:** means that exp and resources from killing the unit is acknowledged
* **Leech Behaviour Shield Damage:** (Unknown)
* **Missile:** gives the unit the missile attribute for target filters
* **Moonwell:** (Unknown)
* **Movable:** allows the unit to move
* **Never Think:** Normally, every unit in the game will check pathing, enemy scanning, ability acquiring, and many other logical checks every game loop (0.0625 game seconds). This flag relieves them from those checking, which could help improve performances in custom maps. NeverThink units cannot have behaviors and abilities with the exception of Resource behaviors.
* **No Armor While Constructing:** means the unit has 0 armor while under construction
* **No Click Event:** click events from clicking the unit and Click Response behaviours aren't triggered for this unit (checked by default)
* **No Cursor:** (Unknown)
* **No Death Event:** (Unknown)
* **No Draw:** prevents unit actor creation
* **No Highlight Event:** highlight events aren't triggered for this unit. (checked by default)
* **No Portrait Talk:** The unit's portrait will not use Talk animations when those should be used
* **No Score:** (Unknown)
* **No Tooltip:** prevents the name of the unit actor appearing under the unit when highlighted
* **Non Building Unit:** Gives the "Non Building Unit" trait for unit filters. This was recently introduced and has nothing to do with the actual unit/structure filters.
* **Not On Radar:** prevents the unit from being detected by radar
* **Pawnable:** means the item unit can be sold using the Pawn ability
* **Penalty Revealed:** means that under standard melee triggers the unit is revealed if the owning player lacks any units that prevent the reveal
* **Prefer Last Attack Target:** (Unknown)
* **Prevent Defeat:** means that owning this unit prevents defeat under standard melee triggers
* **Prevent Destroy:** (Unknown)
* **Prevent Reveal:** means that owning this unit prevents the reveal penalty
* **Resistant:** (Unknown)
* **Resume Last Move Order:** (Unknown) presumed to make ability use not interrupt the move order?
* **Revivable:** allows the unit to be revived by Revive abilities
* **Selectable While Dead:** allows the corpse of the unit to be selected
* **Share Control:** makes the unit automatically controllable by allies
* **Show Resources:** shows what resources are involved in the various costs associated with the unit
* **Targetable While Dead:** Able to target the corpse of the unit while dead
* **Town Camera:** camera will cycle between all instances of this unit when using the Town Center Camera button (Backspace by default)
* **Town Hall:** (Unknown)
* **Track Ability Statistics:** (Unknown)
* **Track Creation Statistics:** (Unknown)
* **Track Damage Done Statistics:** (Unknown)
* **Track Damage Received Statistics:** (Unknown)
* **Teat Structure As Unit For Selection:** (Unknown)
* **Turn Before Moving:** means the unit can turn based on it's **Movement: Stationary Turning Rate** before it starts moving
* **Turnable:** means the unit can turn and does not default to the **Stats: Facing** value
* **Uncloakable:** means the unit cannot be cloaked by buffs
* **Uncommandable:** means the unit cannot be given any orders or have any abilities used
* **Undetectable:** means if the unit is cloaked or buried it cannot be detected
* **Unselectable:** makes the unit unable to be selected
* **Unstoppable:** Unit has push priority even against enemy units
* **Untargetable:** makes the unit unable to be directly targeted (still can take splash damage)
* **Use Line Of Sight:** If checked the unit's line of sight is blocked by doodads, cliffs and units that block vision
* **Use Outer Radius:** (Untested) when inside a container unit, its radius will be the one of its outer unit instead.
* **Use Town Alert:** if checked the alerts (Base under attack) will be used instead of the (Forces under attack) alerts
* **Vision Test Center Only:** (1.5) (Unknown)
* **Wall:** (Unknown)
* **Worker:** Makes the unit known as the worker attribute

### Unit: Idle Command

* Ability used when the unit has no command. Overrides **Fidget** field.

### Unit: Leader Alias

* The unit that appears on the list of units in a replay. If left blank, the unit will not appear on the list (useful for items). If set to a different unit, then it will be counted along with that unit. For example, if you had Roaches and burrowed Roaches on the same alias, and you had six Roaches and six burrowed Roaches in a game, then on the replay leaderboard it would say that you had 12 Roaches.

### Unit: Loot

* Set under Loot data type
* When killed determines the loot the unit can drop

### Unit: Name

* Name of the unit
* Need to change the last part of the text key eg. Unit/ShieldArmorName/**Change Here**

### Unit: Score Result

* (Unknown function please add)
* (None)
* Build Order
* Economy Breakdown
* Graphs
* Score Summary
* Standard
* Units

### Unit: Select Alias

* Units that are selected when the unit is double clicked. For example, if you want Marines and War Pigs to both be selected at the same time with the same double-click, then both should be given the same alias.

### Unit: Subgroup Alias

* Units that are grouped together in the same subgroup in the Info Pane. For example, if Marines and War Pigs have the same subgroup alias, then when a group of Marines, War Pigs, and Marauders are selected, the Tab button will cycle between the Marauder-only subgroup and the Marine-War Pig subgroup. This is useful for when units are very similar or have the same abilities.
* Known to affect the costs of the Morph ability (please confirm?)

### Unit: Subgroup Priority

* When the group is hotkeyed the subgroup with the highest priority will show on the command card without having to press the tab button to cycle to it

### Unit: Taunt Duration

* Times the various taunts last for if the unit's actor has them

## Related

* Abilities
* Learn
* Pawn
* Revive
* Behaviors
* Buff
* Buttons
* Items
* Launch Missile
* Loot
* Movers
* Unit (actor)
* Weapons