# UnitFilterStr

FlagsNative

# Arguments

  • string — filters

Returns — unitfilter

native unitfilter UnitFilterStr(string filters);

Category: Unclassified

# Examples

# campaigns/liberty.sc2campaign

TactCampAI.galaxy

// L439
UnitFilterStr("-;Missile,Self,Stasis,Dead,Hidden,Invulnerable")
// L526
UnitFilterStr(AIEffectStr(player, c_EF_HybridStunArea, c_fieldFilters))
// L559
UnitFilterStr(AIAbilityStr(player, c_AB_ConsumeDNA, c_fieldFilters))
// L611
UnitFilterStr(AIAbilityStr(player, c_AB_GravitonPrison, c_fieldFilters))
// L661
UnitFilterStr("Structure;Construction,Missile,Self,Stasis,Dead,Hidden,Invulnerable")
// L714
UnitFilterStr(AIEffectStr(player, c_EF_PsionicShockWaveArea, c_fieldFilters))
// L439
UnitFilterStr("-;Missile,Self,Stasis,Dead,Hidden,Invulnerable")
// L526
UnitFilterStr(AIEffectStr(player, c_EF_HybridStunArea, c_fieldFilters))
// L559
UnitFilterStr(AIAbilityStr(player, c_AB_ConsumeDNA, c_fieldFilters))
// L611
UnitFilterStr(AIAbilityStr(player, c_AB_GravitonPrison, c_fieldFilters))
// L661
UnitFilterStr("Structure;Construction,Missile,Self,Stasis,Dead,Hidden,Invulnerable")
// L714
UnitFilterStr(AIEffectStr(player, c_EF_PsionicShockWaveArea, c_fieldFilters))

# mods/core.sc2mod

TactProtAI.galaxy

// L811
UnitFilterStr(AIAbilityStr(player, c_AB_Feedback, c_fieldTargetFiltersAB))
// L1083
UnitFilterStr(AIAbilityStr(player, chrono, c_fieldTargetFiltersAB))
// L1565
UnitFilterStr(AIAbilityStr(player, c_AB_Disintegration, c_fieldTargetFiltersAB))

# mods/core.sc2mod

TactTerrAI.galaxy

// L49
UnitFilterStr(AIAbilityStr(player, c_AB_250mmStrikeCannons, c_fieldTargetFiltersAB))
// L215
UnitFilterStr(AIAbilityStr(player, c_AB_Snipe, c_fieldTargetFiltersAB))
// L275
UnitFilterStr(AIAbilityStr(player, c_AB_SteadyTargeting, c_fieldTargetFiltersAB))
// L460
UnitFilterStr("-;Missile,Self,Stasis,Dead,Hidden,Invulnerable")
// L1232
UnitFilterStr(AIAbilityStr(player, c_AB_SeekerMissile, c_fieldTargetFiltersAB))
// L1756
UnitFilterStr(AIEffectStr(player, c_EF_LiberatorAGSearch, c_fieldFilters))

# mods/core.sc2mod

TactZergAI.galaxy

// L490
UnitFilterStr(AIAbilityStr(player, c_AB_NeuralParasite, c_fieldTargetFiltersAB))
// L596
UnitFilterStr(AIWeaponStr(player, c_WE_InfestedTerran, c_fieldTargetFilters))
// L966
UnitFilterStr(AIAbilityStr(player, c_AB_Contaminate, c_fieldTargetFiltersAB))
// L1039
UnitFilterStr(AIAbilityStr(player, c_AB_Corruption, c_fieldTargetFiltersAB))
// L1067
UnitFilterStr(AIAbilityStr(player, c_AB_LeechResources, c_fieldTargetFiltersAB))

# mods/core.sc2mod

TacticalAI.galaxy

// L188
UnitFilterStr(AIAbilityStr(player, entry, c_fieldTargetFiltersAB))
// L192
UnitFilterStr(AIEffectStr(player, entry, c_fieldFilters))
// L196
UnitFilterStr(AIWeaponStr(player, entry, c_fieldTargetFilters))

# mods/starcoop/starcoop.sc2mod

TactCampAI.galaxy

// L795
UnitFilterStr("-;Missile,Self,Stasis,Dead,Hidden,Invulnerable")
// L882
UnitFilterStr(AIEffectStr(player, c_EF_HybridStunArea, c_fieldFilters))
// L915
UnitFilterStr(AIAbilityStr(player, c_AB_ConsumeDNA, c_fieldFilters))
// L963
UnitFilterStr(AIEffectStr(player, c_EF_HybridStunArea, c_fieldFilters))
// L990
UnitFilterStr(AIAbilityStr(player, c_AB_ConsumeDNA, c_fieldTargetFiltersAB))
// L1052
UnitFilterStr("-;Heroic,Structure,Missile,Stasis,Item,Dead,Hidden,Invulnerable")
// L1105
UnitFilterStr("-;Construction,Missile,Self,Stasis,Dead,Hidden,Invulnerable")
// L1149
UnitFilterStr(AIEffectStr(player, c_EF_PsionicShockWaveArea, c_fieldFilters))
// L1385
UnitFilterStr("Structure;Construction,Missile,Self,Stasis,Dead,Hidden,Invulnerable")
// L1685
UnitFilterStr("Biological;Heroic,Structure,Missile,Stasis,Item,Dead,Hidden,Invulnerable")

# mods/starcoop/starcoop.sc2mod

TactProtAI.galaxy

// L1044
UnitFilterStr(AIAbilityStr(player, c_AB_ChronoBoost, c_fieldTargetFiltersAB))
// L1559
UnitFilterStr(AIAbilityStr(player, c_AB_Disintegration, c_fieldTargetFiltersAB))

# mods/starcoop/starcoop.sc2mod

TactTerrAI.galaxy

// L54
UnitFilterStr(AIAbilityStr(player, c_AB_250mmStrikeCannons, c_fieldTargetFiltersAB))
// L217
UnitFilterStr("Biological,Visible;Heroic,Self,Structure,Destructible,Stasis,Dead,Hidden,Invulnerable")
// L267
UnitFilterStr(AIAbilityStr(player, c_AB_SteadyTargeting, c_fieldTargetFiltersAB))
// L440
UnitFilterStr("-;Heroic,Missile,Stasis,Item,Dead,Hidden,Invulnerable")
// L1204
UnitFilterStr(AIAbilityStr(player, c_AB_SeekerMissile, c_fieldTargetFiltersAB))
// L1710
UnitFilterStr(AIEffectStr(player, c_EF_LiberatorAGSearch, c_fieldFilters))

# mods/starcoop/starcoop.sc2mod

TactZergAI.galaxy

// L701
UnitFilterStr(AIAbilityStr(player, c_AB_NeuralParasite, c_fieldTargetFiltersAB))
// L807
UnitFilterStr(AIWeaponStr(player, c_WE_InfestedTerran, c_fieldTargetFilters))
// L1175
UnitFilterStr(AIAbilityStr(player, c_AB_Contaminate, c_fieldTargetFiltersAB))
// L1248
UnitFilterStr(AIAbilityStr(player, c_AB_Corruption, c_fieldTargetFiltersAB))
// L1276
UnitFilterStr(AIAbilityStr(player, c_AB_LeechResources, c_fieldTargetFiltersAB))

# mods/starcoop/starcoop.sc2mod

TacticalAI.galaxy

// L188
UnitFilterStr(AIAbilityStr(player, entry, c_fieldTargetFiltersAB))
// L192
UnitFilterStr(AIEffectStr(player, entry, c_fieldFilters))
// L196
UnitFilterStr(AIWeaponStr(player, entry, c_fieldTargetFilters))

# mods/warcoop/warclassicsystem.sc2mod

TacticalAIWar3.galaxy

// L45
UnitFilterStr(c_UnitTownFilter)
// L133
UnitFilterStr(AIEffectStr(player, c_EF_LightningShieldSearch, c_fieldFilters))
// L141
UnitFilterStr(AIAbilityStr(player, c_AB_LightningShield, c_fieldTargetFiltersAB))
// L232
UnitFilterStr(AIAbilityStr(player,entry,FieldWithIndex(c_fieldTargetFilters,level)))
// L242
UnitFilterStr("Enemy,Visible,Stasis;Dead")
// L243
UnitFilterStr("Enemy,Cloak,Stasis;Dead")
// L444
UnitFilterStr("Summoned;Player,Ally,Neutral")