# Unit Filter Type
Base type —
int
Name | Identifier | Code |
---|---|---|
Air | c_targetFilterAir | 5 |
Ally | c_targetFilterAlly | 2 |
Armored | c_targetFilterArmored | 8 |
Benign | c_targetFilterBenign | 41 |
Biological | c_targetFilterBiological | 9 |
Buried | c_targetFilterBuried | 29 |
Can Have Energy | c_targetFilterCanHaveEnergy | 25 |
Can Have Shields | c_targetFilterCanHaveShields | 26 |
Cloaked | c_targetFilterCloaked | 30 |
Dazed | c_targetFilterDazed | 51 |
Dead | c_targetFilterDead | 34 |
Destructible | c_targetFilterDestructible | 22 |
Detector | c_targetFilterDetector | 43 |
Enemy | c_targetFilterEnemy | 4 |
Ground | c_targetFilterGround | 6 |
Hallucination | c_targetFilterHallucination | 37 |
Harvestable Resource | c_targetFilterHarvestableResource | 20 |
Has Energy | c_targetFilterHasEnergy | 39 |
Has Shields | c_targetFilterHasShields | 40 |
Heroic | c_targetFilterHeroic | 16 |
Hidden | c_targetFilterHidden | 36 |
Hover | c_targetFilterHover | 15 |
Invulnerable | c_targetFilterInvulnerable | 38 |
Item | c_targetFilterItem | 23 |
Light | c_targetFilterLight | 7 |
Map Boss | c_targetFilterMapBoss | 52 |
Massive | c_targetFilterMassive | 13 |
Mechanical | c_targetFilterMechanical | 11 |
Missile | c_targetFilterMissile | 21 |
Neutral | c_targetFilterNeutral | 3 |
Outer | c_targetFilterOuter | 48 |
Passive | c_targetFilterPassive | 42 |
Player | c_targetFilterPlayer | 1 |
Prevent Defeat | c_targetFilterPreventDefeat | 27 |
Prevent Reveal | c_targetFilterPreventReveal | 28 |
Psionic | c_targetFilterPsionic | 12 |
Radar | c_targetFilterRadar | 44 |
Raw Resource | c_targetFilterRawResource | 19 |
Resistant | c_targetFilterResistant | 49 |
Revivable | c_targetFilterRevivable | 35 |
Robotic | c_targetFilterRobotic | 10 |
Self | c_targetFilterSelf | 0 |
Silenced | c_targetFilterSilenced | 50 |
Stasis | c_targetFilterStasis | 32 |
Structure | c_targetFilterStructure | 14 |
Stunned | c_targetFilterStunned | 45 |
Summoned | c_targetFilterSummoned | 46 |
Map Object | c_targetFilterUser1 | 17 |
Uncommandable | c_targetFilterUncommandable | 24 |
Under Construction | c_targetFilterUnderConstruction | 33 |
Unstoppable | c_targetFilterUnstoppable | 47 |
Visible | c_targetFilterVisible | 31 |
Worker | c_targetFilterWorker | 18 |
# 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 —