sc2-gamedata
Public Attributes | List of all members
CUnit Class Reference

Generic. More...

#include <Unit.h>

Collaboration diagram for CUnit:
Collaboration graph
[legend]

Public Attributes

CStringLink Name
 Name. More...
 
CStringLink Subtitle
 Subtitle. More...
 
CStringLink Description
 Description. More...
 
uint32 InfoTooltipPriority
 Tooltip Priority. More...
 
CGameTime DeathTime
 Death Time. More...
 
CTargetFilters DeathRevealFilters
 Death Reveal Filters. More...
 
CFixed DeathRevealRadius
 Death Reveal Radius. More...
 
CGameTime DeathRevealDuration
 Death Reveal Duration. More...
 
EDeathReveal DeathRevealType
 Death Reveal Type. More...
 
CGameTime ReviveDelay
 Revive Delay. More...
 
CUnitLink ReviveType
 Revive Type. More...
 
CFacing Facing
 Facing. More...
 
CFangle EditorFacingAlignment
 Editor Facing Alignment. More...
 
CRaceLink Race
 Race. More...
 
EUnitMob Mob
 Mob. More...
 
CFlagArray< e_unitFlagCountFlagArray
 Flags. More...
 
EResourceState ResourceState
 Resource State. More...
 
EResourceType ResourceType
 Resource Type. More...
 
CFlagArray< e_resourceTypeCountResourceDropOff
 Resource Drop Off. More...
 
EFogVisibility FogVisibility
 Fog Visibility. More...
 
CFlagArray< e_editorFlagCountEditorFlags
 Editor Flags. More...
 
CFlagArray< e_planeCountPlaneArray
 Plane Array. More...
 
CFixed PushPriority
 Push Priority. More...
 
CFlags Collide
 Collide. More...
 
EAcquireLevel DefaultAcquireLevel
 Default Acquire Level. More...
 
EUnitResponse Response
 Response. More...
 
CFlagArray< e_unitAttributeCountAttributes
 Attributes. More...
 
CFixed LifeStart
 Life Starting Amount. More...
 
CFixed LifeMax
 Life Maximum. More...
 
CFixed LifeArmor
 Life Armor. More...
 
CFlagArray< e_equipmentDisplayFlagCountLifeArmorDisplayFlags
 Life Armor Display Flags. More...
 
CGameTime LifeRegenDelay
 Life Regeneration Delay. More...
 
CGameRate LifeRegenRate
 Life Regeneration Rate. More...
 
CGameRate LifeRegenRateCreep
 Life Regen Rate Bonus on Creep. More...
 
CStringLink LifeArmorName
 Life Armor Name. More...
 
uint32 LifeArmorLevel
 Life Armor Level. More...
 
std::vector< CFixedLifeDamageGain
 Life Gained from Damage Taken. More...
 
std::vector< CFixedLifeDamageLeech
 Life Leeched from Damage Dealt. More...
 
CFixed EnergyStart
 Energy Starting Amount. More...
 
CFixed EnergyMax
 Energy Maximum. More...
 
CGameTime EnergyRegenDelay
 Energy Regeneration Delay. More...
 
CGameRate EnergyRegenRate
 Energy Regeneration Rate. More...
 
CGameRate EnergyRegenRateCreep
 Energy Regen Rate Bonus on Creep. More...
 
std::vector< CFixedEnergyDamageGain
 Energy Gained by Damage Taken. More...
 
std::vector< CFixedEnergyDamageLeech
 Energy Leeched by Damage Dealt. More...
 
CFixed ShieldsStart
 Shield Starting Amount. More...
 
CFixed ShieldsMax
 Shield Maximum. More...
 
CFixed ShieldArmor
 Shield Armor. More...
 
CFlagArray< e_equipmentDisplayFlagCountShieldArmorDisplayFlags
 Shield Armor Display Flags. More...
 
CGameTime ShieldRegenDelay
 Shield Regeneration Delay. More...
 
CGameRate ShieldRegenRate
 Shield Regeneration Rate. More...
 
CGameRate ShieldRegenRateCreep
 Shield Regen Rate Bonus on Creep. More...
 
CStringLink ShieldArmorName
 Shield Armor Name. More...
 
uint32 ShieldArmorLevel
 Shield Armor Level. More...
 
std::vector< CFixedShieldDamageGain
 Shields Gained from Damage Taken. More...
 
std::vector< CFixedShieldDamageLeech
 Shields Leeched from Damage Dealt. More...
 
std::vector< CFixedVitalBonusDensity
 Vital Bonus On Dense Terrain. More...
 
std::vector< CFixedVitalMultiplierDensity
 Vital Multiplier On Dense Terrain. More...
 
CMoverLink Mover
 Mover. More...
 
CGameSpeed Speed
 Speed. More...
 
CFlagArray< e_equipmentDisplayFlagCountSpeedDisplayFlags
 Speed Display Flags. More...
 
CGameSpeed SpeedBonusCreep
 Creep Speed Bonus. More...
 
CFixed SpeedMultiplierCreep
 Creep Speed Multiplier. More...
 
CFixed AttackSpeedMultiplierCreep
 Attack Speed Multiplier On Creep. More...
 
CGameAcceleration Acceleration
 Acceleration. More...
 
CGameAcceleration Deceleration
 Deceleration. More...
 
CGameAcceleration LateralAcceleration
 Lateral Acceleration. More...
 
CFangleRate StationaryTurningRate
 Stationary Turning Rate. More...
 
CFangleRate TurningRate
 Turning Rate. More...
 
CFixed Sight
 Sight Radius. More...
 
std::vector< CFixedSightBonus
 Sight Bonus. More...
 
CFixed Height
 Height. More...
 
CFixed VisionHeight
 Vision Height. More...
 
CFixed OccludeHeight
 Occlusion Height. More...
 
TCliffLevel BoostedCliffLevel
 Boosted Cliff Level. More...
 
std::vector< CFixedBoostedHeight
 Boosted Height. More...
 
CFixed Food
 Supplies. More...
 
ECostCategory CostCategory
 Cost Category. More...
 
std::vector< int32CostResource
 Cost. More...
 
CFixed PawnItemReduction
 Pawn Item Reduction. More...
 
CGameTime RepairTime
 Repair Time. More...
 
CGameTime ReviveTime
 Revive Time. More...
 
TAttackTargetPriority AttackTargetPriority
 Attack Target Priority. More...
 
TAttackTargetPriority AIOverideTargetPriority
 AI Override Target Priority. More...
 
uint32 DamageDealtXP
 Damage Dealt (Veterancy) More...
 
uint32 DamageTakenXP
 Damage Taken (Veterancy) More...
 
uint32 KillXP
 Kill Experience. More...
 
std::vector< int32KillResource
 Kill Resource. More...
 
std::vector< SUnitAbilDataAbilArray
 Abilities. More...
 
std::vector< SUnitBehaviorDataBehaviorArray
 Behaviors. More...
 
std::vector< CTurretLinkTurretArray
 Turrets. More...
 
std::vector< SUnitWeaponDataWeaponArray
 Weapons. More...
 
std::vector< CEffectLinkEffectArray
 Effect. More...
 
std::vector< SCardLayoutCardLayouts
 Command Card. More...
 
TUnitRadius Radius
 Radius. More...
 
TUnitRadius DeadRadius
 Radius - Dead. More...
 
CFixed SeparationRadius
 Separation Radius. More...
 
TUnitRadius InnerRadius
 Inner Radius. More...
 
TUnitRadius DeadInnerRadius
 Inner Radius While Dead. More...
 
CTargetFilters CargoOverlapFilters
 Cargo Overlap Filters. More...
 
TCargoSize CargoSize
 Cargo Size. More...
 
CFootprintLink Footprint
 Pathing Footprint. More...
 
CFootprintLink DeadFootprint
 Pathing Footprint - Dead. More...
 
CFootprintLink PlacementFootprint
 Pathing Footprint - Placement. More...
 
std::vector< SAddedOnDataAddedOnArray
 Added On Units. More...
 
CFixed AddOnOffsetX
 Add On Offset X. More...
 
CFixed AddOnOffsetY
 Add On Offset Y. More...
 
std::vector< CUnitLinkBuiltOn
 Built On. More...
 
std::vector< CUnitLinkBuildOnAs
 Build On As. More...
 
int32 ScoreMake
 Score - Produce. More...
 
std::vector< CFixedScoreMakeCostFactor
 Score Make Cost Factor. More...
 
int32 ScoreKill
 Score - Kill. More...
 
std::vector< CFixedScoreKillCostFactor
 Score Kill Cost Factor. More...
 
int32 ScoreLost
 Score - Lost. More...
 
std::vector< CFixedScoreLostCostFactor
 Score Lost Cost Factor. More...
 
CScoreResultLink ScoreResult
 Score Result. More...
 
uint32 SubgroupPriority
 Subgroup Priority. More...
 
CFixed MinimapRadius
 Minimap Radius. More...
 
TEditorCategories EditorCategories
 Editor Categories. More...
 
CTacticalLink TacticalAI
 Tactical AI. More...
 
TGalaxyFunction TacticalAIRange
 Tactical AI Range. More...
 
TGalaxyFunction TacticalAIThink
 Tactical AI Function. More...
 
TGalaxyFunction TacticalAIChannel
 Tactical AI Channel. More...
 
CTargetFilters TacticalAIFilters
 Tactical AI Filters. More...
 
CFixed AIEvalFactor
 AI Evaluation - Factor. More...
 
CFixed AIEvalConstant
 AI Evaluation - Constant. More...
 
CItemLink Item
 Item. More...
 
CFixed Mass
 Mass. More...
 
SCost PowerupCost
 Powerup Cost. More...
 
CEffectLink PowerupEffect
 Powerup Effect. More...
 
CTargetFilters PowerupFilters
 Powerup Filters. More...
 
CFixed PowerupRange
 Powerup Range. More...
 
CUnitLink LeaderAlias
 Leader Alias. More...
 
CUnitLink HotkeyAlias
 Hotkey Alias. More...
 
CUnitLink SelectAlias
 Select Alias. More...
 
CUnitLink SubgroupAlias
 Subgroup Alias. More...
 
std::vector< TTechAliasTechAliasArray
 Tech Alias. More...
 
std::vector< SUnitEquipmentEquipmentArray
 Equipment Array. More...
 
CSyncModelDataPath SyncModelData
 Synchronous Model Data. More...
 
CEffectLink AINotifyEffect
 AI Notify Effect. More...
 
CStringLink GlossaryCategory
 Glossary Category. More...
 
int32 GlossaryPriority
 Glossary Priority. More...
 
std::vector< CUnitLinkGlossaryStrongArray
 Glossary Strong Array. More...
 
std::vector< CUnitLinkGlossaryWeakArray
 Glossary Weak Array. More...
 
CUnitLink GlossaryAlias
 Glossary Alias. More...
 
CStringLink HotkeyCategory
 Hotkey Category. More...
 
EKillDisplay KillDisplay
 Kill Display. More...
 
ERankDisplay RankDisplay
 Rank Display. More...
 
CUnitLink AIEvaluateAlias
 AI Evaluation. More...
 
std::vector< CUnitLinkTechTreeProducedUnitArray
 Tech Tree Produced Units. More...
 
std::vector< CUnitLinkTechTreeUnlockedUnitArray
 Tech Tree Unlocked Units. More...
 
SFidget Fidget
 Fidget. More...
 
std::vector< CLootLinkLootArray
 Loot. More...
 
std::vector< CGameTimeTauntDuration
 Taunt Duration. More...
 
CAbilCommand IdleCommand
 Idle Command. More...
 
SUnitReviveInfo ReviveInfoBase
 Revive Cost. More...
 
SUnitReviveInfo ReviveInfoLevel
 Revive Cost Per Level. More...
 
uint8 OverlapIndex
 Overlap Index. More...
 
int8 AlliedPushPriority
 Allied Push Priority. More...
 
CFixed AcquireMovementLimit
 Acquire Movement Limit. More...
 
CFixed AcquireLeashRadius
 Acquire Leash Radius. More...
 
CFixed AcquireLeashResetRadius
 Acquire Leash Reset Radius. More...
 
uint32 OrderDisplayMinimum
 Order Display Minimum. More...
 

Detailed Description

Generic.

Remarks
Unknown

Member Data Documentation

◆ AbilArray

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.

◆ Acceleration

CGameAcceleration CUnit::Acceleration

Acceleration.

Rate of speed increase at which the unit reaches maximum speed

Remarks
minValue: 0
maxValue: 0

◆ AcquireLeashRadius

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.

Remarks
minValue: -1
maxValue: -1

◆ AcquireLeashResetRadius

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.

Remarks
minValue: -1
maxValue: -1

◆ AcquireMovementLimit

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.

Remarks
minValue: -1
maxValue: -1

◆ AddedOnArray

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.

◆ AddOnOffsetX

CFixed CUnit::AddOnOffsetX

Add On Offset X.

Offset position from the host building along the X-axis at which the add-on appears

◆ AddOnOffsetY

CFixed CUnit::AddOnOffsetY

Add On Offset Y.

Offset position from the host building along the Y-axis at which the add-on appears

◆ AIEvalConstant

CFixed CUnit::AIEvalConstant

AI Evaluation - Constant.

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

◆ AIEvalFactor

CFixed CUnit::AIEvalFactor

AI Evaluation - Factor.

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

◆ AIEvaluateAlias

CUnitLink CUnit::AIEvaluateAlias

AI Evaluation.

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

◆ AINotifyEffect

CEffectLink CUnit::AINotifyEffect

AI Notify Effect.

Notification effect that occurs for the unit

◆ AIOverideTargetPriority

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.

Remarks
minValue: 0
maxValue: 0

◆ AlliedPushPriority

int8 CUnit::AlliedPushPriority

Allied Push Priority.

◆ AttackSpeedMultiplierCreep

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.

Remarks
minValue: 0.01

◆ AttackTargetPriority

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.

Remarks
minValue: 0
maxValue: 0

◆ Attributes

CFlagArray<e_unitAttributeCount> CUnit::Attributes

Attributes.

Attributes for the unit. These attributes determine how weapons and armor affect the unit.

Remarks
indexEnum: EUnitAttribute

◆ BehaviorArray

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.

◆ BoostedCliffLevel

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.

Remarks
minValue: 0
maxValue: 0

◆ BoostedHeight

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.

Remarks
indexEnum: EHeightMap
minValue: 0

◆ BuildOnAs

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.

◆ BuiltOn

std::vector<CUnitLink> CUnit::BuiltOn

Built On.

Existing unit on which the unit must be built

◆ CardLayouts

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.

◆ CargoOverlapFilters

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.

◆ CargoSize

TCargoSize CUnit::CargoSize

Cargo Size.

Number of cargo slots for the unit

◆ Collide

CFlags CUnit::Collide

Collide.

Types of units with which the unit can collide

Remarks
indexEnum: EUnitCollide

◆ CostCategory

ECostCategory CUnit::CostCategory

Cost Category.

The Leader Panel uses Cost Category to determine whether this unit is listed as Technology, Economy, or Army.

◆ CostResource

std::vector<int32> CUnit::CostResource

Cost.

The amount of each resource that it will cost to build, train, or repair this unit.

Remarks
indexEnum: EResourceType

◆ DamageDealtXP

uint32 CUnit::DamageDealtXP

Damage Dealt (Veterancy)

Multiplier for experience points the unit is awarded per point of damage it deals.

Remarks
minValue: 0

◆ DamageTakenXP

uint32 CUnit::DamageTakenXP

Damage Taken (Veterancy)

Multiplier for experience points the unit is awarded per point of damage it takes.

Remarks
minValue: 0

◆ DeadFootprint

CFootprintLink CUnit::DeadFootprint

Pathing Footprint - Dead.

Pathing footprint of the unit when it is dead

◆ DeadInnerRadius

TUnitRadius CUnit::DeadInnerRadius

Inner Radius While Dead.

Radius at which the unit can interact with buildings when it is dead

Remarks
minValue: 0
maxValue: 0

◆ DeadRadius

TUnitRadius CUnit::DeadRadius

Radius - Dead.

Collision radius of the unit when it is dead

Remarks
minValue: 0
maxValue: 0

◆ DeathRevealDuration

CGameTime CUnit::DeathRevealDuration

Death Reveal Duration.

Amount of time the death reveal radius remains visible after the unit dies.

◆ DeathRevealFilters

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.

◆ DeathRevealRadius

CFixed CUnit::DeathRevealRadius

Death Reveal Radius.

Size of the area that is revealed around the unit when it dies.

Remarks
minValue: 0
maxValue: 0

◆ DeathRevealType

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.

◆ DeathTime

CGameTime CUnit::DeathTime

Death Time.

Amount of time it takes the unit to die

◆ Deceleration

CGameAcceleration CUnit::Deceleration

Deceleration.

Rate at which the unit's speed decreases until it comes to a complete stop

Remarks
minValue: 0
maxValue: 0

◆ DefaultAcquireLevel

EAcquireLevel CUnit::DefaultAcquireLevel

Default Acquire Level.

If the unit is idle, this determines how abilities are allowed to acquire targets.

◆ Description

CStringLink CUnit::Description

Description.

Tooltip text description of the unit.

◆ EditorCategories

TEditorCategories CUnit::EditorCategories

Editor Categories.

Editor Categories are used for filtering and organization within the StarCraft II Editor.

◆ EditorFacingAlignment

CFangle CUnit::EditorFacingAlignment

Editor Facing Alignment.

This determines the facing angle of the unit when placed in the StarCraft II Editor.

Remarks
minValue: 0
maxValue: 0

◆ EditorFlags

CFlagArray<e_editorFlagCount> CUnit::EditorFlags

Editor Flags.

Set the different options and behaviors of the unit when being placed in the editor

Remarks
indexEnum: EEditorFlag

◆ EffectArray

std::vector<CEffectLink> CUnit::EffectArray

Effect.

Remarks
indexEnum: EUnitEffect

◆ EnergyDamageGain

std::vector<CFixed> CUnit::EnergyDamageGain

Energy Gained by Damage Taken.

Amount of energy the unit gains per point of damage taken.

Remarks
indexEnum: EDamageKind

◆ EnergyDamageLeech

std::vector<CFixed> CUnit::EnergyDamageLeech

Energy Leeched by Damage Dealt.

Amount of energy the unit gains per point of damage dealt.

Remarks
indexEnum: EDamageKind

◆ EnergyMax

CFixed CUnit::EnergyMax

Energy Maximum.

Maximum amount of energy the unit can have.

Remarks
minValue: 0
maxValue: 0

◆ EnergyRegenDelay

CGameTime CUnit::EnergyRegenDelay

Energy Regeneration Delay.

Time between the unit using energy and the unit continuing to regenerate energy.

◆ EnergyRegenRate

CGameRate CUnit::EnergyRegenRate

Energy Regeneration Rate.

Amount of energy the unit regenerates every second.

◆ EnergyRegenRateCreep

CGameRate CUnit::EnergyRegenRateCreep

Energy Regen Rate Bonus on Creep.

Amount of energy the unit regenerates every second while the unit is on creep.

◆ EnergyStart

CFixed CUnit::EnergyStart

Energy Starting Amount.

Amount of energy with which the unit begins. The Energy Start cannot exceed the Energy Max.

Remarks
minValue: 0
maxValue: 0

◆ EquipmentArray

std::vector<SUnitEquipment> CUnit::EquipmentArray

Equipment Array.

Allows you to display additional weapons and capabilities within the unit info pane.

◆ Facing

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.

Remarks
minValue: 0
maxValue: 0

◆ Fidget

SFidget CUnit::Fidget

Fidget.

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

◆ FlagArray

CFlagArray<e_unitFlagCount> CUnit::FlagArray

Flags.

Flags for the unit

Remarks
indexEnum: EUnitFlag

◆ FogVisibility

EFogVisibility CUnit::FogVisibility

Fog Visibility.

How the unit appears under the fog of war

◆ Food

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.

Remarks
minValue: -10000
maxValue: -10000

◆ Footprint

CFootprintLink CUnit::Footprint

Pathing Footprint.

Footprint used by the unit.

◆ GlossaryAlias

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.

◆ GlossaryCategory

CStringLink CUnit::GlossaryCategory

Glossary Category.

What race the unit falls under in the unit help menu.

◆ GlossaryPriority

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.

◆ GlossaryStrongArray

std::vector<CUnitLink> CUnit::GlossaryStrongArray

Glossary Strong Array.

Units that this unit is considered strong against for cost.

◆ GlossaryWeakArray

std::vector<CUnitLink> CUnit::GlossaryWeakArray

Glossary Weak Array.

Units that this unit is considered weak against for cost.

◆ Height

CFixed CUnit::Height

Height.

Distance from the ground at which the unit appears

◆ HotkeyAlias

CUnitLink CUnit::HotkeyAlias

Hotkey Alias.

This determines which units share the same hotkey customizations.

◆ HotkeyCategory

CStringLink CUnit::HotkeyCategory

Hotkey Category.

Determines which race a unit is categorized under within the hotkey window.

◆ IdleCommand

CAbilCommand CUnit::IdleCommand

Idle Command.

This allows you to specify which ability command will be issued while the unit has no other orders.

◆ InfoTooltipPriority

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.

◆ InnerRadius

TUnitRadius CUnit::InnerRadius

Inner Radius.

Radius at which the unit can interact with buildings

Remarks
minValue: 0
maxValue: 0

◆ Item

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.

◆ KillDisplay

EKillDisplay CUnit::KillDisplay

Kill Display.

Options for displaying the Kill Counter for the unit.

◆ KillResource

std::vector<int32> CUnit::KillResource

Kill Resource.

Resources gained from killing this unit.

Remarks
indexEnum: EResourceType

◆ KillXP

uint32 CUnit::KillXP

Kill Experience.

Number of experience points the unit awards to its killer.

Remarks
minValue: 0

◆ LateralAcceleration

CGameAcceleration CUnit::LateralAcceleration

Lateral Acceleration.

Amount of side-to-side speed the unit gains until it reaches its maximum speed

Remarks
minValue: 0
maxValue: 0

◆ LeaderAlias

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.

◆ LifeArmor

CFixed CUnit::LifeArmor

Life Armor.

Amount of armor for the unit

Remarks
minValue: 0

◆ LifeArmorDisplayFlags

CFlagArray<e_equipmentDisplayFlagCount> CUnit::LifeArmorDisplayFlags

Life Armor Display Flags.

Display flags for the unit's life armor.

Remarks
indexEnum: EEquipmentDisplayFlag

◆ LifeArmorLevel

uint32 CUnit::LifeArmorLevel

Life Armor Level.

Displayed armor level for the unit. This value does not affect the unit's actual armor value.

◆ LifeArmorName

CStringLink CUnit::LifeArmorName

Life Armor Name.

Name of the unit's armor

◆ LifeDamageGain

std::vector<CFixed> CUnit::LifeDamageGain

Life Gained from Damage Taken.

Amount of life the unit gains per point of damage taken.

Remarks
indexEnum: EDamageKind

◆ LifeDamageLeech

std::vector<CFixed> CUnit::LifeDamageLeech

Life Leeched from Damage Dealt.

Amount of life the unit gains per point of damage dealt.

Remarks
indexEnum: EDamageKind

◆ LifeMax

CFixed CUnit::LifeMax

Life Maximum.

Maximum amount of life for the unit

Remarks
minValue: 1
maxValue: 1

◆ LifeRegenDelay

CGameTime CUnit::LifeRegenDelay

Life Regeneration Delay.

Time between the unit losing life and the unit continuing to regenerate life.

◆ LifeRegenRate

CGameRate CUnit::LifeRegenRate

Life Regeneration Rate.

Amount of life the unit gains per second.

◆ LifeRegenRateCreep

CGameRate CUnit::LifeRegenRateCreep

Life Regen Rate Bonus on Creep.

Amount of life the unit gains per second while the unit is on creep.

◆ LifeStart

CFixed CUnit::LifeStart

Life Starting Amount.

Amount of life with which the unit starts. This value cannot exceed the Life Max for the unit.

Remarks
minValue: 1
maxValue: 1

◆ LootArray

std::vector<CLootLink> CUnit::LootArray

Loot.

This determines how loot is selected when this unit type is killed.

◆ Mass

CFixed CUnit::Mass

Mass.

Weight and volume of the unit. This value affects the push and pull physics behavior for the unit.

◆ MinimapRadius

CFixed CUnit::MinimapRadius

Minimap Radius.

Size of the unit on the minimap

Remarks
minValue: 0
maxValue: 0

◆ Mob

EUnitMob CUnit::Mob

Mob.

Group to which the unit belongs when the MOB cheat is used

◆ Mover

CMoverLink CUnit::Mover

Mover.

Mover type for the unit. The unit's mover affects the way the unit paths.

◆ Name

CStringLink CUnit::Name

Name.

Name of the unit

◆ OccludeHeight

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.

Remarks
minValue: 0

◆ OrderDisplayMinimum

uint32 CUnit::OrderDisplayMinimum

Order Display Minimum.

Number of queued orders required for order waypoints to be displayed on the map.

Remarks
minValue: 1

◆ OverlapIndex

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.

Remarks
minValue: 0
maxValue: 0

◆ PawnItemReduction

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.

◆ PlacementFootprint

CFootprintLink CUnit::PlacementFootprint

Pathing Footprint - Placement.

Footprint of the unit for the placement grid

◆ PlaneArray

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.

Remarks
indexEnum: EPlane

◆ PowerupCost

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.

◆ PowerupEffect

CEffectLink CUnit::PowerupEffect

Powerup Effect.

This effect will be executed when the Powerup is used.

◆ PowerupFilters

CTargetFilters CUnit::PowerupFilters

Powerup Filters.

Allows you to filter which units may use the Powerup.

◆ PowerupRange

CFixed CUnit::PowerupRange

Powerup Range.

Determines the range at which the Powerup may be obtained.

◆ PushPriority

CFixed CUnit::PushPriority

Push Priority.

Allows for units to push lower priority units out of the way.

◆ Race

CRaceLink CUnit::Race

Race.

Race to which the unit belongs

◆ Radius

TUnitRadius CUnit::Radius

Radius.

Radius at which the unit can interact with other units

Remarks
minValue: 0
maxValue: 0

◆ RankDisplay

ERankDisplay CUnit::RankDisplay

Rank Display.

Options for displaying the Rank of the unit.

◆ RepairTime

CGameTime CUnit::RepairTime

Repair Time.

Time it takes to repair the unit

Remarks
minValue: 0

◆ ResourceDropOff

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.

Remarks
indexEnum: EResourceType

◆ ResourceState

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.

Remarks
minValue: Unknown

◆ ResourceType

EResourceType CUnit::ResourceType

Resource Type.

Type of resource the unit contains

Remarks
minValue: Unknown

◆ Response

EUnitResponse CUnit::Response

Response.

Response from the unit when it takes damage

◆ ReviveDelay

CGameTime CUnit::ReviveDelay

Revive Delay.

How long it takes for a unit to be revivable after it dies.

◆ ReviveInfoBase

SUnitReviveInfo CUnit::ReviveInfoBase

Revive Cost.

Revive Cost determines the Resource cost required to revive the unit.

◆ ReviveInfoLevel

SUnitReviveInfo CUnit::ReviveInfoLevel

Revive Cost Per Level.

Revive Cost Per Level modifies the Revive Cost on a per level basis.

◆ ReviveTime

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.

Remarks
minValue: 0

◆ ReviveType

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).

◆ ScoreKill

int32 CUnit::ScoreKill

Score - Kill.

Score that the Player gains when killing the unit

◆ ScoreKillCostFactor

std::vector<CFixed> CUnit::ScoreKillCostFactor

Score Kill Cost Factor.

Remarks
indexEnum: EResourceType

◆ ScoreLost

int32 CUnit::ScoreLost

Score - Lost.

Score that the Player gains when the unit dies

◆ ScoreLostCostFactor

std::vector<CFixed> CUnit::ScoreLostCostFactor

Score Lost Cost Factor.

Remarks
indexEnum: EResourceType

◆ ScoreMake

int32 CUnit::ScoreMake

Score - Produce.

Score that the Player gains when the unit is built

◆ ScoreMakeCostFactor

std::vector<CFixed> CUnit::ScoreMakeCostFactor

Score Make Cost Factor.

Remarks
indexEnum: EResourceType

◆ ScoreResult

CScoreResultLink CUnit::ScoreResult

Score Result.

Specifies whether this unit type appears on the Build Order tab of the end-of-game score screen.

◆ SelectAlias

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.

◆ SeparationRadius

CFixed CUnit::SeparationRadius

Separation Radius.

Distance between Air units in a squadron

Remarks
minValue: 0
maxValue: 0

◆ ShieldArmor

CFixed CUnit::ShieldArmor

Shield Armor.

Amount of armor for the shields of the unit

Remarks
minValue: 0

◆ ShieldArmorDisplayFlags

CFlagArray<e_equipmentDisplayFlagCount> CUnit::ShieldArmorDisplayFlags

Shield Armor Display Flags.

Display flags for the unit's shield armor.

Remarks
indexEnum: EEquipmentDisplayFlag

◆ ShieldArmorLevel

uint32 CUnit::ShieldArmorLevel

Shield Armor Level.

Displayed shield level for the unit. This value does not affect the unit's actual shield armor value.

◆ ShieldArmorName

CStringLink CUnit::ShieldArmorName

Shield Armor Name.

Name of the unit's shield

◆ ShieldDamageGain

std::vector<CFixed> CUnit::ShieldDamageGain

Shields Gained from Damage Taken.

Amount of shield the unit gains per point of damage taken.

Remarks
indexEnum: EDamageKind

◆ ShieldDamageLeech

std::vector<CFixed> CUnit::ShieldDamageLeech

Shields Leeched from Damage Dealt.

Amount of shield the unit gains per point of damage dealt.

Remarks
indexEnum: EDamageKind

◆ ShieldRegenDelay

CGameTime CUnit::ShieldRegenDelay

Shield Regeneration Delay.

Time it takes for a unit's shield to regenerate after exiting combat.

◆ ShieldRegenRate

CGameRate CUnit::ShieldRegenRate

Shield Regeneration Rate.

Amount of shield the unit regenerates per second.

◆ ShieldRegenRateCreep

CGameRate CUnit::ShieldRegenRateCreep

Shield Regen Rate Bonus on Creep.

Amount of shield the unit regenerates per second while the unit is on creep.

◆ ShieldsMax

CFixed CUnit::ShieldsMax

Shield Maximum.

Maximum amount of shields for the unit

Remarks
minValue: 0
maxValue: 0

◆ ShieldsStart

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.

Remarks
minValue: 0
maxValue: 0

◆ Sight

CFixed CUnit::Sight

Sight Radius.

The units sight radius.

Remarks
minValue: 0
maxValue: 0

◆ SightBonus

std::vector<CFixed> CUnit::SightBonus

Sight Bonus.

Modifiers to the unit's sight radius depending on the time of day.

Remarks
indexEnum: EGameTimeEvent
minValue: -32
maxValue: -32

◆ Speed

CGameSpeed CUnit::Speed

Speed.

Maximum speed for the unit

Remarks
minValue: 0
maxValue: 0

◆ SpeedBonusCreep

CGameSpeed CUnit::SpeedBonusCreep

Creep Speed Bonus.

Bonus speed when the unit is on creep.

Remarks
minValue: 0
maxValue: 0

◆ SpeedDisplayFlags

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).

Remarks
indexEnum: EEquipmentDisplayFlag

◆ SpeedMultiplierCreep

CFixed CUnit::SpeedMultiplierCreep

Creep Speed Multiplier.

Speed multiplier when the unit is on creep.

Remarks
minValue: 0.01

◆ StationaryTurningRate

CFangleRate CUnit::StationaryTurningRate

Stationary Turning Rate.

Speed at which the unit turns while stationary

Remarks
minValue: 0
maxValue: 0

◆ SubgroupAlias

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.

◆ SubgroupPriority

uint32 CUnit::SubgroupPriority

Subgroup Priority.

This will determine the display priority within the info panel when multiple unit subgroups are selected.

Remarks
minValue: 0

◆ Subtitle

CStringLink CUnit::Subtitle

Subtitle.

A secondary name or title that is displayed under a unit's primary name.

◆ SyncModelData

CSyncModelDataPath CUnit::SyncModelData

Synchronous Model Data.

Specifies a file containing attach points which may be queried by triggers.

◆ TacticalAI

CTacticalLink CUnit::TacticalAI

Tactical AI.

Specifies which tactical AI data is in charge of issuing this unit’s orders when under AI control.

◆ TacticalAIChannel

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.

◆ TacticalAIFilters

CTargetFilters CUnit::TacticalAIFilters

Tactical AI Filters.

Filter set for the tactical artificial intelligence's responses to targets

◆ TacticalAIRange

TGalaxyFunction CUnit::TacticalAIRange

Tactical AI Range.

Range reference for the unit's tactical artificial intelligence

◆ TacticalAIThink

TGalaxyFunction CUnit::TacticalAIThink

Tactical AI Function.

Function or code that runs the unit's tactical artificial intelligence

◆ TauntDuration

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.

Remarks
indexEnum: EUnitTaunt
minValue: 0

◆ TechAliasArray

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.

◆ TechTreeProducedUnitArray

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.

◆ TechTreeUnlockedUnitArray

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.

◆ TurningRate

CFangleRate CUnit::TurningRate

Turning Rate.

Speed at which the unit turns while moving

Remarks
minValue: 0
maxValue: 0

◆ TurretArray

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.

◆ VisionHeight

CFixed CUnit::VisionHeight

Vision Height.

Height of the unit's field of vision

Remarks
minValue: 0

◆ VitalBonusDensity

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.

Remarks
indexEnum: EUnitVital

◆ VitalMultiplierDensity

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.

Remarks
indexEnum: EUnitVital
minValue: 0.01

◆ WeaponArray

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.


The documentation for this class was generated from the following file: