sc2-gamedata
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Generic. More...
#include <Unit.h>
Generic.
std::vector<SUnitAbilData> CUnit::AbilArray |
Abilities.
Any abilities added to the unit in this field will be available for use by this unit assuming they are also added to the Command Card. Abilities allow units to use spells like Psi Storm or buffs like Stim Pack by linking the Unit to a set of Effects that will be executed.
CGameAcceleration CUnit::Acceleration |
Acceleration.
Rate of speed increase at which the unit reaches maximum speed
CFixed CUnit::AcquireLeashRadius |
Acquire Leash Radius.
This determines the radius around this unit where it is allowed to move to while performing acquired orders before it must return to its original location.
CFixed CUnit::AcquireLeashResetRadius |
Acquire Leash Reset Radius.
This determines the radius around the unit where it is allowed to acquire again if the unit passed its leash radius and is being ordered to return to its original location.
CFixed CUnit::AcquireMovementLimit |
Acquire Movement Limit.
This determines the maximum pathing distance that this unit will travel to a target for an acquired order. If the target is beyond this distance then it won’t acquire it.
std::vector<SAddedOnData> CUnit::AddedOnArray |
Added On Units.
Add-on parameters for the unit. These values determine how the add-on affects the host unit.
CFixed CUnit::AddOnOffsetX |
Add On Offset X.
Offset position from the host building along the X-axis at which the add-on appears
CFixed CUnit::AddOnOffsetY |
Add On Offset Y.
Offset position from the host building along the Y-axis at which the add-on appears
CFixed CUnit::AIEvalConstant |
AI Evaluation - Constant.
Specifies a flat value to be added to the AI importance calculation.
CFixed CUnit::AIEvalFactor |
AI Evaluation - Factor.
This value is multiplied by the AI importance calculation before the Constant is added.
CUnitLink CUnit::AIEvaluateAlias |
AI Evaluation.
Specifies the type of unit the AI will consider this unit when evaluating its importance.
CEffectLink CUnit::AINotifyEffect |
AI Notify Effect.
Notification effect that occurs for the unit
TAttackTargetPriority CUnit::AIOverideTargetPriority |
AI Override Target Priority.
Priority for the unit that is used when the attacking unit is controlled by an AI player. When one unit has a higher priority than other units, the higher priority unit is attacked first.
int8 CUnit::AlliedPushPriority |
Allied Push Priority.
CFixed CUnit::AttackSpeedMultiplierCreep |
Attack Speed Multiplier On Creep.
Increases the attack speed while on creep by multiplying this value by any other attack speed multipliers.
TAttackTargetPriority CUnit::AttackTargetPriority |
Attack Target Priority.
Priority for the unit. When one unit has a higher priority than other units, the higher priority unit is attacked first by the default tactical AI.
CFlagArray<e_unitAttributeCount> CUnit::Attributes |
Attributes.
Attributes for the unit. These attributes determine how weapons and armor affect the unit.
std::vector<SUnitBehaviorData> CUnit::BehaviorArray |
Behaviors.
Any behaviors added to the unit in this field are automatically applied to the unit when it is created. Behaviors can modify most of the inherent attributes of a unit including movement speed, armor values, and cloaking/detection.
TCliffLevel CUnit::BoostedCliffLevel |
Boosted Cliff Level.
Specifies how much to change the cliff levels by for cells that request it in the unit’s footprint.
std::vector<CFixed> CUnit::BoostedHeight |
Boosted Height.
Specifies how much the height map is raised by for cells that request it in the unit’s footprint.
std::vector<CUnitLink> CUnit::BuildOnAs |
Build On As.
Allows you to modify the type of building constructed on another building based on the built-upon building’s built on list.
std::vector<CUnitLink> CUnit::BuiltOn |
Built On.
Existing unit on which the unit must be built
std::vector<SCardLayout> CUnit::CardLayouts |
Command Card.
The command card for each unit defines a set of buttons for that unit to be displayed when that unit is selected, typically as a grid in the bottom right of the screen. The buttons displayed here can be used to activate or target an ability like Attack or Stim Pack, but can also be used for other purposes like temporarily switching the command card to a different 'card' of buttons or for displaying a button for a passive behavior on that unit.
CTargetFilters CUnit::CargoOverlapFilters |
Cargo Overlap Filters.
Specifies a set of filters to use when unloading this unit from a transport to decide what units near the unload location should be ignored.
TCargoSize CUnit::CargoSize |
Cargo Size.
Number of cargo slots for the unit
CFlags CUnit::Collide |
ECostCategory CUnit::CostCategory |
Cost Category.
The Leader Panel uses Cost Category to determine whether this unit is listed as Technology, Economy, or Army.
std::vector<int32> CUnit::CostResource |
Cost.
The amount of each resource that it will cost to build, train, or repair this unit.
uint32 CUnit::DamageDealtXP |
Damage Dealt (Veterancy)
Multiplier for experience points the unit is awarded per point of damage it deals.
uint32 CUnit::DamageTakenXP |
Damage Taken (Veterancy)
Multiplier for experience points the unit is awarded per point of damage it takes.
CFootprintLink CUnit::DeadFootprint |
Pathing Footprint - Dead.
Pathing footprint of the unit when it is dead
TUnitRadius CUnit::DeadInnerRadius |
Inner Radius While Dead.
Radius at which the unit can interact with buildings when it is dead
TUnitRadius CUnit::DeadRadius |
Radius - Dead.
Collision radius of the unit when it is dead
CGameTime CUnit::DeathRevealDuration |
Death Reveal Duration.
Amount of time the death reveal radius remains visible after the unit dies.
CTargetFilters CUnit::DeathRevealFilters |
Death Reveal Filters.
When this unit dies, it will trigger a combat reveal for any units passing these filters in the death reveal radius around it.
CFixed CUnit::DeathRevealRadius |
Death Reveal Radius.
Size of the area that is revealed around the unit when it dies.
EDeathReveal CUnit::DeathRevealType |
Death Reveal Type.
This will specify how a unit grants vision of hostile units in the surrounding area when it is killed.
CGameTime CUnit::DeathTime |
Death Time.
Amount of time it takes the unit to die
CGameAcceleration CUnit::Deceleration |
Deceleration.
Rate at which the unit's speed decreases until it comes to a complete stop
EAcquireLevel CUnit::DefaultAcquireLevel |
Default Acquire Level.
If the unit is idle, this determines how abilities are allowed to acquire targets.
CStringLink CUnit::Description |
Description.
Tooltip text description of the unit.
TEditorCategories CUnit::EditorCategories |
Editor Categories.
Editor Categories are used for filtering and organization within the StarCraft II Editor.
CFangle CUnit::EditorFacingAlignment |
Editor Facing Alignment.
This determines the facing angle of the unit when placed in the StarCraft II Editor.
CFlagArray<e_editorFlagCount> CUnit::EditorFlags |
Editor Flags.
Set the different options and behaviors of the unit when being placed in the editor
std::vector<CEffectLink> CUnit::EffectArray |
Effect.
std::vector<CFixed> CUnit::EnergyDamageGain |
Energy Gained by Damage Taken.
Amount of energy the unit gains per point of damage taken.
std::vector<CFixed> CUnit::EnergyDamageLeech |
Energy Leeched by Damage Dealt.
Amount of energy the unit gains per point of damage dealt.
CFixed CUnit::EnergyMax |
Energy Maximum.
Maximum amount of energy the unit can have.
CGameTime CUnit::EnergyRegenDelay |
Energy Regeneration Delay.
Time between the unit using energy and the unit continuing to regenerate energy.
CGameRate CUnit::EnergyRegenRate |
Energy Regeneration Rate.
Amount of energy the unit regenerates every second.
CGameRate CUnit::EnergyRegenRateCreep |
Energy Regen Rate Bonus on Creep.
Amount of energy the unit regenerates every second while the unit is on creep.
CFixed CUnit::EnergyStart |
Energy Starting Amount.
Amount of energy with which the unit begins. The Energy Start cannot exceed the Energy Max.
std::vector<SUnitEquipment> CUnit::EquipmentArray |
Equipment Array.
Allows you to display additional weapons and capabilities within the unit info pane.
CFacing CUnit::Facing |
Facing.
Facing angle of the unit in the game and in the StarCraft II Editor. This value only effects units that are not flagged as turnable.
SFidget CUnit::Fidget |
Fidget.
Used to randomly move or animate a unit when a unit enters an idle state.
CFlagArray<e_unitFlagCount> CUnit::FlagArray |
EFogVisibility CUnit::FogVisibility |
Fog Visibility.
How the unit appears under the fog of war
CFixed CUnit::Food |
Supplies.
Amount of food or supplies the unit uses when active. If this value is positive, the unit raises the supply limit.
CFootprintLink CUnit::Footprint |
Pathing Footprint.
Footprint used by the unit.
CUnitLink CUnit::GlossaryAlias |
Glossary Alias.
The display type of the unit in the unit glossary. A unit with no Glossary Alias will not be displayed in the glossary.
CStringLink CUnit::GlossaryCategory |
Glossary Category.
What race the unit falls under in the unit help menu.
int32 CUnit::GlossaryPriority |
Glossary Priority.
The position the unit is displayed in the unit help menu. Lower values will show up ahead of higher values.
std::vector<CUnitLink> CUnit::GlossaryStrongArray |
Glossary Strong Array.
Units that this unit is considered strong against for cost.
std::vector<CUnitLink> CUnit::GlossaryWeakArray |
Glossary Weak Array.
Units that this unit is considered weak against for cost.
CFixed CUnit::Height |
Height.
Distance from the ground at which the unit appears
CUnitLink CUnit::HotkeyAlias |
Hotkey Alias.
This determines which units share the same hotkey customizations.
CStringLink CUnit::HotkeyCategory |
Hotkey Category.
Determines which race a unit is categorized under within the hotkey window.
CAbilCommand CUnit::IdleCommand |
Idle Command.
This allows you to specify which ability command will be issued while the unit has no other orders.
uint32 CUnit::InfoTooltipPriority |
Tooltip Priority.
This will affect the order of produced units listed by the "Produced Unit Information" text tag. A value of 0 will exclude this unit from the list.
TUnitRadius CUnit::InnerRadius |
Inner Radius.
Radius at which the unit can interact with buildings
CItemLink CUnit::Item |
Item.
The item-specific properties this unit has when contained in by an inventory ability. The Item Properties are determined under the Items data type.
EKillDisplay CUnit::KillDisplay |
Kill Display.
Options for displaying the Kill Counter for the unit.
std::vector<int32> CUnit::KillResource |
uint32 CUnit::KillXP |
Kill Experience.
Number of experience points the unit awards to its killer.
CGameAcceleration CUnit::LateralAcceleration |
Lateral Acceleration.
Amount of side-to-side speed the unit gains until it reaches its maximum speed
CUnitLink CUnit::LeaderAlias |
Leader Alias.
The display name of the unit in the replay and observer leaderboard. A unit with no Leader Alias will not be displayed on the leaderboard.
CFixed CUnit::LifeArmor |
Life Armor.
Amount of armor for the unit
CFlagArray<e_equipmentDisplayFlagCount> CUnit::LifeArmorDisplayFlags |
Life Armor Display Flags.
Display flags for the unit's life armor.
uint32 CUnit::LifeArmorLevel |
Life Armor Level.
Displayed armor level for the unit. This value does not affect the unit's actual armor value.
CStringLink CUnit::LifeArmorName |
Life Armor Name.
Name of the unit's armor
std::vector<CFixed> CUnit::LifeDamageGain |
Life Gained from Damage Taken.
Amount of life the unit gains per point of damage taken.
std::vector<CFixed> CUnit::LifeDamageLeech |
Life Leeched from Damage Dealt.
Amount of life the unit gains per point of damage dealt.
CFixed CUnit::LifeMax |
Life Maximum.
Maximum amount of life for the unit
CGameTime CUnit::LifeRegenDelay |
Life Regeneration Delay.
Time between the unit losing life and the unit continuing to regenerate life.
CGameRate CUnit::LifeRegenRate |
Life Regeneration Rate.
Amount of life the unit gains per second.
CGameRate CUnit::LifeRegenRateCreep |
Life Regen Rate Bonus on Creep.
Amount of life the unit gains per second while the unit is on creep.
CFixed CUnit::LifeStart |
Life Starting Amount.
Amount of life with which the unit starts. This value cannot exceed the Life Max for the unit.
std::vector<CLootLink> CUnit::LootArray |
Loot.
This determines how loot is selected when this unit type is killed.
CFixed CUnit::Mass |
Mass.
Weight and volume of the unit. This value affects the push and pull physics behavior for the unit.
CFixed CUnit::MinimapRadius |
Minimap Radius.
Size of the unit on the minimap
EUnitMob CUnit::Mob |
Mob.
Group to which the unit belongs when the MOB cheat is used
CMoverLink CUnit::Mover |
Mover.
Mover type for the unit. The unit's mover affects the way the unit paths.
CStringLink CUnit::Name |
Name.
Name of the unit
CFixed CUnit::OccludeHeight |
Occlusion Height.
Specifies how much this unit adjusts the vision line of sight for cells in its footprint that request to do so.
uint32 CUnit::OrderDisplayMinimum |
Order Display Minimum.
Number of queued orders required for order waypoints to be displayed on the map.
uint8 CUnit::OverlapIndex |
Overlap Index.
This value determines what other units it may overlap with while moving. The index can be 0, 1, or 2. 0 means that the unit cannot overlap with other units. A unit set to 1 and another unit set to 2 can overlap with eachother. 1 cannot overlap with another 1, and 2 cannot overlap with another 2. If two units are allowed to overlap, then the center points of those units must be X distance away, where X is the smaller of two those units' radii. If the two units cannot overlap, then the center points of those units must be Y distance away, where Y is both of their radii added together.
CFixed CUnit::PawnItemReduction |
Pawn Item Reduction.
The percentage of the original unit's cost returned when sold as an item which uses the Pawn ability.
CFootprintLink CUnit::PlacementFootprint |
Pathing Footprint - Placement.
Footprint of the unit for the placement grid
CFlagArray<e_planeCount> CUnit::PlaneArray |
Plane Array.
Plane on which the unit can be attacked. If both Plane Air and Plane Ground are enabled, then the unit can be attacked by both land and air.
SCost CUnit::PowerupCost |
Powerup Cost.
Powerup Cost lets you specify a Resource, Vitals, Charge, or Cooldown that must be spent in order to use the Powerup.
CEffectLink CUnit::PowerupEffect |
Powerup Effect.
This effect will be executed when the Powerup is used.
CTargetFilters CUnit::PowerupFilters |
Powerup Filters.
Allows you to filter which units may use the Powerup.
CFixed CUnit::PowerupRange |
Powerup Range.
Determines the range at which the Powerup may be obtained.
CFixed CUnit::PushPriority |
Push Priority.
Allows for units to push lower priority units out of the way.
CRaceLink CUnit::Race |
Race.
Race to which the unit belongs
TUnitRadius CUnit::Radius |
Radius.
Radius at which the unit can interact with other units
ERankDisplay CUnit::RankDisplay |
Rank Display.
Options for displaying the Rank of the unit.
CGameTime CUnit::RepairTime |
Repair Time.
Time it takes to repair the unit
CFlagArray<e_resourceTypeCount> CUnit::ResourceDropOff |
Resource Drop Off.
Types of resources that the unit serves as a drop off for. Harvesting units will return these types of resources to this unit and add it to the player's resource pool.
EResourceState CUnit::ResourceState |
Resource State.
State of the resources contained by the unit. Harvestable means that resources can be harvested from the unit, raw cannot.
EResourceType CUnit::ResourceType |
Resource Type.
Type of resource the unit contains
EUnitResponse CUnit::Response |
Response.
Response from the unit when it takes damage
CGameTime CUnit::ReviveDelay |
Revive Delay.
How long it takes for a unit to be revivable after it dies.
SUnitReviveInfo CUnit::ReviveInfoBase |
Revive Cost.
Revive Cost determines the Resource cost required to revive the unit.
SUnitReviveInfo CUnit::ReviveInfoLevel |
Revive Cost Per Level.
Revive Cost Per Level modifies the Revive Cost on a per level basis.
CGameTime CUnit::ReviveTime |
Revive Time.
A flat amount of time it takes to revive the unit which is also added to the level-based revive time.
CUnitLink CUnit::ReviveType |
Revive Type.
Specifies the type of unit this unit should be revived as when it is dead (typically in case this unit type is an alternate form and you want it to revive as the normal form).
int32 CUnit::ScoreKill |
Score - Kill.
Score that the Player gains when killing the unit
std::vector<CFixed> CUnit::ScoreKillCostFactor |
Score Kill Cost Factor.
int32 CUnit::ScoreLost |
Score - Lost.
Score that the Player gains when the unit dies
std::vector<CFixed> CUnit::ScoreLostCostFactor |
Score Lost Cost Factor.
int32 CUnit::ScoreMake |
Score - Produce.
Score that the Player gains when the unit is built
std::vector<CFixed> CUnit::ScoreMakeCostFactor |
Score Make Cost Factor.
CScoreResultLink CUnit::ScoreResult |
Score Result.
Specifies whether this unit type appears on the Build Order tab of the end-of-game score screen.
CUnitLink CUnit::SelectAlias |
Select Alias.
Unit types that are selected when the Player double-clicks on the unit. Example: Zerglings and Burrowed Zerglings share an alias.
CFixed CUnit::SeparationRadius |
Separation Radius.
Distance between Air units in a squadron
CFixed CUnit::ShieldArmor |
Shield Armor.
Amount of armor for the shields of the unit
CFlagArray<e_equipmentDisplayFlagCount> CUnit::ShieldArmorDisplayFlags |
Shield Armor Display Flags.
Display flags for the unit's shield armor.
uint32 CUnit::ShieldArmorLevel |
Shield Armor Level.
Displayed shield level for the unit. This value does not affect the unit's actual shield armor value.
CStringLink CUnit::ShieldArmorName |
Shield Armor Name.
Name of the unit's shield
std::vector<CFixed> CUnit::ShieldDamageGain |
Shields Gained from Damage Taken.
Amount of shield the unit gains per point of damage taken.
std::vector<CFixed> CUnit::ShieldDamageLeech |
Shields Leeched from Damage Dealt.
Amount of shield the unit gains per point of damage dealt.
CGameTime CUnit::ShieldRegenDelay |
Shield Regeneration Delay.
Time it takes for a unit's shield to regenerate after exiting combat.
CGameRate CUnit::ShieldRegenRate |
Shield Regeneration Rate.
Amount of shield the unit regenerates per second.
CGameRate CUnit::ShieldRegenRateCreep |
Shield Regen Rate Bonus on Creep.
Amount of shield the unit regenerates per second while the unit is on creep.
CFixed CUnit::ShieldsMax |
Shield Maximum.
Maximum amount of shields for the unit
CFixed CUnit::ShieldsStart |
Shield Starting Amount.
Amount of life with which the unit's shield begins. This value cannot exceed the Energy Max for the unit.
CFixed CUnit::Sight |
Sight Radius.
The units sight radius.
std::vector<CFixed> CUnit::SightBonus |
Sight Bonus.
Modifiers to the unit's sight radius depending on the time of day.
CGameSpeed CUnit::Speed |
Speed.
Maximum speed for the unit
CGameSpeed CUnit::SpeedBonusCreep |
Creep Speed Bonus.
Bonus speed when the unit is on creep.
CFlagArray<e_equipmentDisplayFlagCount> CUnit::SpeedDisplayFlags |
Speed Display Flags.
Determines how the unit’s speed value is displayed in info panel tooltips (basically if it is a single number, an equation, or some combination thereof).
CFixed CUnit::SpeedMultiplierCreep |
Creep Speed Multiplier.
Speed multiplier when the unit is on creep.
CFangleRate CUnit::StationaryTurningRate |
Stationary Turning Rate.
Speed at which the unit turns while stationary
CUnitLink CUnit::SubgroupAlias |
Subgroup Alias.
Determines which subgroup this unit will be placed in. Setting the same value here for multiple unit types will let them be grouped together.
uint32 CUnit::SubgroupPriority |
Subgroup Priority.
This will determine the display priority within the info panel when multiple unit subgroups are selected.
CStringLink CUnit::Subtitle |
Subtitle.
A secondary name or title that is displayed under a unit's primary name.
CSyncModelDataPath CUnit::SyncModelData |
Synchronous Model Data.
Specifies a file containing attach points which may be queried by triggers.
CTacticalLink CUnit::TacticalAI |
Tactical AI.
Specifies which tactical AI data is in charge of issuing this unit’s orders when under AI control.
TGalaxyFunction CUnit::TacticalAIChannel |
Tactical AI Channel.
Specifies a trigger function that should be called periodically while an order is being channeled so that the AI can cancel the order, if desired.
CTargetFilters CUnit::TacticalAIFilters |
Tactical AI Filters.
Filter set for the tactical artificial intelligence's responses to targets
TGalaxyFunction CUnit::TacticalAIRange |
Tactical AI Range.
Range reference for the unit's tactical artificial intelligence
TGalaxyFunction CUnit::TacticalAIThink |
Tactical AI Function.
Function or code that runs the unit's tactical artificial intelligence
std::vector<CGameTime> CUnit::TauntDuration |
Taunt Duration.
This will specify the length of time that a units' taunts (for /cheer and /dance) will last for.
std::vector<TTechAlias> CUnit::TechAliasArray |
Tech Alias.
Specifies alternate identifiers called aliases that may be used to refer to this unit (or any others with the same alias) when defining requirements.
std::vector<CUnitLink> CUnit::TechTreeProducedUnitArray |
Tech Tree Produced Units.
This specifies units which are produced by this unit type and will appear underneath it on the tech tree help screen.
std::vector<CUnitLink> CUnit::TechTreeUnlockedUnitArray |
Tech Tree Unlocked Units.
Specifies the units that are displayed as unlocked by this unit in the tech tree help screen.
CFangleRate CUnit::TurningRate |
Turning Rate.
Speed at which the unit turns while moving
std::vector<CTurretLink> CUnit::TurretArray |
Turrets.
Turret objects may be used to allow units to attack targets that they aren’t facing directly. They may also be configured to rotate when idle like the Missile Tower.
CFixed CUnit::VisionHeight |
Vision Height.
Height of the unit's field of vision
std::vector<CFixed> CUnit::VitalBonusDensity |
Vital Bonus On Dense Terrain.
This specifies a flat additive bonus applied to a unit's life, shields, or energy while on terrain that is considered dense or unburrow-able.
std::vector<CFixed> CUnit::VitalMultiplierDensity |
Vital Multiplier On Dense Terrain.
This increases a unit's life, shields, or energy by multiplying this value by any other vital multipliers while on terrain that is considered dense or unburrow-able.
std::vector<SUnitWeaponData> CUnit::WeaponArray |
Weapons.
Units that have an Attack ability will attack with the weapons defined here. Weapons control parameters like attack speed, attack range, and which targets are valid for an attack. When the weapon fires, it can only damage a unit or apply other modifiers by executing the Effect that it is configured to use.