# Behavior Flag
Base type —
int
Name | Identifier | Code |
---|---|---|
Permanent | c_unitBehaviorFlagPermanent | 0 |
Restorable | c_unitBehaviorFlagRestorable | 1 |
Temporary | c_unitBehaviorFlagTemporary | 2 |
Cloak | c_unitBehaviorFlagCloak | 3 |
Invulnerable | c_unitBehaviorFlagInvulnerable | 4 |
Slow | c_unitBehaviorFlagSlow | 5 |
Fast | c_unitBehaviorFlagFast | 6 |
Stun | c_unitBehaviorFlagStun | 7 |
Reveal | c_unitBehaviorFlagReveal | 8 |
User1 | c_unitBehaviorFlagUser1 | 17 |
User2 | c_unitBehaviorFlagUser2 | 18 |
User3 | c_unitBehaviorFlagUser3 | 19 |
User4 | c_unitBehaviorFlagUser4 | 20 |
User5 | c_unitBehaviorFlagUser5 | 21 |
User6 | c_unitBehaviorFlagUser6 | 22 |
User7 | c_unitBehaviorFlagUser7 | 23 |
User8 | c_unitBehaviorFlagUser8 | 24 |
User9 | c_unitBehaviorFlagUser9 | 25 |
User10 | c_unitBehaviorFlagUser10 | 26 |
User11 | c_unitBehaviorFlagUser11 | 27 |
User12 | c_unitBehaviorFlagUser12 | 28 |
User13 | c_unitBehaviorFlagUser13 | 29 |
User14 | c_unitBehaviorFlagUser14 | 30 |
User15 | c_unitBehaviorFlagUser15 | 31 |
Channeled | c_unitBehaviorFlagChanneled | 32 |
Channeling | c_unitBehaviorFlagChanneling | 33 |
Countdown | c_unitBehaviorFlagCountdown | 34 |
Extend | c_unitBehaviorFlagExtend | 35 |
Disabled While Under Construction | c_unitBehaviorFlagDisableBuilding | 36 |
Remove When Damage Response Is Exhausted | c_unitBehaviorFlagRemoveDamageResponseExhausted | 37 |
Refresh Stack | c_unitBehaviorFlagRefreshStack | 38 |
Update Duration While Disabled | c_unitBehaviorFlagUpdateDurationWhileDisabled | 39 |
Hidden | c_unitBehaviorFlagHidden | 41 |
# Related
Category: Unit / Support
- [P] — All Behaviors
- [P] — Next Level
- [P] — First Veterancy Behavior
- [P] — All Veterancy Behaviors
- [P] — Show Kill Display Settings
- [P] — Ability Auto Cast Change
- [P] — Ability Charge Type
- [P] — Ability Class
- [P] — Ability Enabled
- [P] — Ability Stage
- [P] — Any Ability Command
- [P] — Any Item
- [P] — Any Unit
- [P] — Any Weapon
- [P] — Any Behavior
- [P] — Attribute Type
- [P] — Behavior Change
- [P] — Behavior Count
- [P] — Behavior Flag
- [P] — Blend Options
- [P] — Cargo Load/Unload State
- [P] — Commandable Option
- [P] — Cooldown Operations
- [P] — Current/Default Option
- [P] — Damage Fatal Option
- [P] — Damage Type
- [P] — Command State
- [P] — Idle State
- [P] — Inventory Manipulation
- [P] — Inventory Item Count
- [P] — Inventory Item Slot
- [P] — No Ability Command
- [P] — No Unit
- [P] — No Unit Filter
- [P] — Placement Tests
- [P] — Region Enter/Leave State
- [P] — Replace Unit Options
- [P] — Share/Unshare
- [P] — Spend Location
- [P] — Training Queue Property
- [P] — Training Queue Slot Type
- [P] — Training Queue Time
- [P] — Transport Property
- [P] — Unit AI Option
- [P] — Unit Attribute
- [P] — Unit Collide
- [P] — Unit Color Change Option
- [P] — Unit Cost Type
- [P] — Unit Create Style
- [P] — Unit Create Flags
- [P] — Unit Damage Take/Deal
- [P] — Unit Damage Change Option
- [P] — Unit Filter State
- [P] — Unit Filter Type
- [P] — Unit Flag
- [P] — Unit Order Queue Option
- [P] — Unit Plane
- [P] — Unit Progress Control
- [P] — Unit Progress Type
- [P] — Unit Progress Stage
- [P] — Unit Progress State
- [P] — Unit Property (Get)
- [P] — Unit Property (Set)
- [P] — Unit Reference Option
- [P] — Unit Type Property
- [P] — Unit State (Get)
- [P] — Unit State (Set)
- [P] — Unit Values
- [P] — Unit Vital Type
- [P] — Vulnerable/Invulnerable Option
# Examples
— None found —