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Data Editor Fields: Units

Discussion in 'StarCraft II Tutorials' started by Ardnived, Apr 25, 2010.

  1. Ardnived

    Ardnived

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    Data Editor Fields: Units

    Units
    Objects that appear in the game world and affect the game state.

    Information
    This is the first in a series of tutorials about the fields for the different objects that can be created in the Data Editor.

    These fields are based on what is available for the Marine.

    I have put in what I suspect the fields might do, however many are simply a guess. I hope people will post corrections, and share what they know so we may all benefit.
    If you have further information to expand on a section, that would be great too.


    Other Sections
    Legend

    Core Unit:The unit you are currently editing.




    Unit Data Fields
    Contents




    Field Name
    Category
    Accepted Values
    Abilities + (None) Ability Table
    These are abilities that the unit can use, however they must first be assigned to a button in the Command Card field.​
    Added On Units + (None) Unit Table
    This is for adding Add-on structures, such as the Reactor or Tech Lab​
    Needs Confirmation
    AI Evaluation (None) Unit
    For the purposes of the Computer AI, the core unit will be seen as the unit designated in this field.​
    AI Evaluation - Constant (None) Integer ‹xx .. xx›
    Unknown​
    AI Evaluation - Factor (None) Integer ‹xx .. xx›
    Unknown​
    AI Notify Effect (None) Command
    This dictates the AI's combat response to seeing the core unit on the field.​
    Needs Confirmation
    AI Override Target Priority (None) Integer ‹xx .. xx›
    This overrides the normal AI, giving the core unit a different priority level as a target in combat. It is unknown if a higher or lower number is high priority.​
    Attributes (None) Check List
    These determine how weapons and armour affect the core unit.​
    • Armored
    • Biological: Allows Healing.
    • Heroic
    • Hover
    • Light
    • Massive
    • Mechanical: Allows Repair
    • Psionic
    • Robotic
    • Structure
    Behaviours + (None) Behaviour Table
    This field allows you to associate behaviours with the core unit.​
    Command Card (None) Button Organization
    This field will open up a window that will allow you to add and organize buttons that will appear on the in game Command Card (Bottom Right).
    In this field you can add new buttons and use the UI to assign different commands types to the buttons;​
    • Ability Command: When the button is pressed it will activate the associated ability.
    • Cancel Placement: Cancels the targeting of a Build Command.
    • Cancel Submenu: Closes a submenu and returns to it's root menu.
    • Cancel Target: Cancels the targeting of an Ability Command
    • Passive: The button will have no effect and cannot be clicked. You can select an ability to associate with it, which will define the button's tooltip.
    • Select Builder: Selects the unit that is currently building the core unit. Presumably this will only really be useful on Structures.
    • Select Larva: As used in the Hatchery/Lair/Hive, this selects the buildings production units.
    • Submemu: Opens up a submenu. This is similar to how Spell Books work in Warcraft 3. You may have up to 4 Command Cards, linked by submenus.
    • Undefined: No Effect
    Creep Speed Bonus (None) Real
    Boosts the core unit's speed by this value when on creep.​
    Creep Speed Multiplier (None) Real ‹0.01 .. xx›
    Multiplies the core unit's speed by this value when on creep.​
    Damage Dealt (Veterancy) (None) Integer ‹0 .. xx›
    The amount of experience the core unit receives for every point of damage dealt is multiplied by this value.​
    Damage Taken (Veterancy) (None) Integer ‹0 .. xx›
    The amount of experience the core unit receives for every point of damage taken is multiplied by this value.[​
    Default Acquire Level (None) Drop Down Menu
    Behaviour for acquire enemy targets.​
    • Defensive: The core unit will only acquire targets that attack it first.
    • None: The core unit will not acquire enemy targets.
    • Offensive: The core unit will acquire any enemy target that comes within its line of sight.
    • Passive: Effects Unknown
    Needs Confirmation
    Description (None) Text Box
    This text will appear as the unit's tooltip in game.​
    Editor Comment (None) Text Box
    Comments left by the map editor on this unit.​
    Editor Description (None) Text Box
    This text will appear as the unit's tooltip in the editor.​
    Energy Regeneration Delay (None) Real ‹xx .. xx›
    After casting an ability the core unit will stop regeneration it's energy for the duration of this value.​
    Equipment Array (None) Miscellaneous
    Unknown​
    Fidget (None) Various
    This set of fields is used to control the unit's idle animations.​
    • Chance Array: This table displays all the possible idle actions, and their percent chance of occurring.
    • Selected Value: This allows you to alter the percent chance for the currently selected idle action.
    • Delay Max: The maximum delay between two idle actions.
    • Delay Min: The minimum delay between two idle actions.
    • Turn Angle: The angle at which the core unit will turn, when the turn action is taken.
    • Turning Rate: The rate at which the core unit will turn, when the turn action is taken.
    Glossary Alias (None) Unit
    Unknown​
    Glossary Category (None) Text Box
    What race the unit falls under in the unit help menu.​
    Glossary Priority (None) Integer ‹xx .. xx›
    The position at which the unit is displayed in the unit help menu. Lower values are shown above higher values.​
    Glossary Strong Array (None) Unit Table
    This does not affect the stats of the unit, only what is displayed in the unit help menu. It is a list of the units that the core unit is considered strong against. This is relative to their cost, the idea being that for the price it costs to make X units, you could make Y core units.​
    Glossary Weak Array (None) Unit Table
    This does not affect the stats of the unit, only what is displayed in the unit help menu. It is a list of the units that the core unit is considered weakagainst. This is relative to their cost, the idea being that for the price it costs to make X units, you could make Y core units.​
    Inner Radius (None) Real ‹0.0 .. 7.75›
    The maximum distance from the center of the unit required to interact with buildings.​
    Kill Display (None) Drop Down Menu
    Determines whether the unit's kill count is displayed or not.​
    • Always: The Kill Counter is always displayed.
    • Default
    • Never: The Kill Counter is never displayed.
    Kill Resource (None) Integer Table
    When the core unit dies, the player that killed it will be awarded the amounts of resources assigned in this field.​
    Leader Alias (None) Unit
    Unkown​
    Life Armour Display Flags (None) Checklist
    Unknown​
    • Collapse Buffed: Effects Unkown
    • Expand Upgraded: Effects Unknown
    Life Regeneration Delay (None) Real ‹xx .. xx›
    After taking damage the core unit will stop regeneration it's life for the duration of this value.​
    Loot (None) Item Table
    These items are dropped upon the core unit's death.​
    Needs Confirmation
    Occlusion Height (None) Real ‹0.0 .. xx›
    The distance a player's unit must be from the core unit, in order to see over it.​
    Needs Confirmation
    Pathing Footprint - Dead (None) Pathing Texture
    This determines the pathing map of the core unit's corpse. Simply put, it determines whether the corpse blocks movement or not.​
    Pawn Item Reduction (None) Real ‹xx .. xx›
    Unknown​
    Power Up Cost + (None) Various
    Unknown​
    Powerup Effect (None) Ability
    Unknown​
    Powerup Filters (None) Checklist
    Unknown. Each item in the list can have Ally, Enemy, Neutral, or Player, enabled. The items are target types, and too numerous to list.​
    Push Priority (None) Real ‹xx .. xx›
    Unknown​
    Radius - Dead (None) Real ‹0.0 .. 7.75›
    Collision radius of the core unit's corpse.​
    Repair Resource (None) Integer Table
    Resources required to repair the core unit.​
    Resource Drop Off (None) Checklist
    Allows units to drop of the enabled resources (Minerals/Vespene/Terrazine/Custom), at the core unit.​
    Resource State (None) Drop Down Menu
    This is used for resources such as Minerals or Vespene Geysers.​
    • Raw: The resource requires an additional action to be harvested. Such as building Refineries on Vespene Geysers.
    • Harvestable: The resource can be harvested straight away and be returned to a drop off point. Such as Minerals.
    Resource Type (None) Drop Down Menu
    Determines which resource (Minerals/Vespene/Terrazine/Custom) can be harvested from this unit, if it is a resource.​
    Revive Delay (None) Real ‹xx .. xx›
    Unknown​
    Revive Time (None) Real ‹xx .. xx›
    Unknown​
    Revive Type (None) Unit
    Unknown​
    Score Result (None) Drop Down Menu
    Unknown​
    • (None): No Effects
    • Build Order: Effects Unknown
    • Economy Breakdown: Effects Unknown
    • Graphs: Effects Unknown
    • Score Summary: Effects Unknown
    • Standard: Effects Unknown
    Select Alias (None) Unit
    When you double click on the core unit, all units that have the same select alias as it will be selected.​
    Shield Armour Display Flags (None) Checklist
    Unknown​
    • Collapse Buffed: Effects Unkown
    • Expand Upgraded: Effects Unknown
    Shield Regeneration Delay (None) Real ‹xx .. xx›
    After taking damage the core unit will stop regeneration it's shields for the duration of this value.​
    Sight Bonus (None) Integer Table
    The core unit will receive these values as modifiers to it's line of sight at the relevant times of day.​
    Subgroup Alias (None) Unit
    When the core unit is the active unit in a group selection, all units with the same Subgroup Alias will also be active, and vice versa.​
    Needs Confirmation
    Synchronous Model Data (None) .M3H File
    Specific Effects Unknown​
    Tactical AI (None) Melee Unit
    Unknown​
    Tactical AI Filters (None) Value
    Unknown. Each item in the list can have Ally, Enemy, Neutral, or Player, enabled. The items are target types, and too numerous to list.​
    Taunt Duration (None) Real Table ‹0.0 .. xx›
    Set the duration of Taunt Action, animations (Cheer/Dance). ​
    Needs Confirmation
    Tech Alias (None) Unknown Table
    Unknown​
    Tech Tree Unlocked Units (None) Unit Table
    Presumeably, units that are unlocked by having on of the core unit.​
    Needs Confirmation
    Tooltip Priority (None) Integer ‹xx .. xx›
    Unkown​
    Vision Height (None) Real‹xx .. xx›
    The height of the core unit's eyes. Presumably it would come into play when relating to the occlusion height of other units.​
    Needs Confirmation
    Weapons + (None) Weapon Table
    Here you can add weapons to the core unit. They must be assigned to a Turret.​
    • Turret: Effects Unknown
    _______ ___________________

    Field Name
    Category
    Accepted Values
    Response Abilities Drop Down Menu
    This dictates the core unit's response when it takes damage.​
    • Acquire: The core unit will acquire the attacking unit as a target, and attack if possible, if not the core unit will flee.
    • Flee: The core unit will move directly away from the attacking unit.
    • No Response: The core unit will do nothing in response to being attacked.
    _______ ___________________

    Field Name
    Category
    Accepted Values
    Facing Art Real ‹xx .. xx›
    This is the facing angle of the unit if it is a structure.​
    Needs Confirmation
    Fog Visibility Art Drop Down Menu
    This determines what the core unit will look like to other players when it is behind fog.​
    • Dimmed: The core unit will be shown normalling behind fog, but will be slightly dimmed to match the fog. This is normally used for critters
    • Hidden: The core unit will never be shown when it is behind fog.
    • Snapshot: The core unit will be shown just as it did the last time it was seen, it will not move, and it will be dimmed. This is normally used for structures.
    • Visible: The core unit will always be shown, even when behind fog. This is normally used when a player is revealed, it could also be useful for a mission objective.
    Height Art Real ‹xx .. xx›
    This is the height at which the unit is raised off the ground. Used for flying units.​
    Minimap Radius Art Real ‹0.0 .. 7.75›
    The radius of the circle on the minimap that represents the core unit. It should be set proportionately to the unit's size​
    Stationary Turning Rate Art Real
    If the unit is immobile, this is the rate at which it rotates. When moving Turning Rate. This can be useful for units that can only turn while moving, like spaceships, where sometimes it is illogical for it to be able to rotate on the spot.​
    _______ ___________________

    Field Name
    Category
    Accepted Values
    Attack Target Priority Combat Integer ‹xx .. xx›
    Priority for the unit. The default Computer AI will attack units with a higher priority first.​
    Death Reveal Duration Combat Real ‹xx .. xx›
    The duration after the core unit's death, that it's location remains visible to the owner.​
    Death Reveal Radius Combat Integer ‹0 .. 500›
    This is the radius of the area around the core unit's death that is revealed​
    Energy Gained By Damage Taken Combat Integer Table
    The core unit will receive this value in energy for every point of damage taken from the associated source (Melee/Ranged/Spell/Splash).​
    Energy Leeched By Damage Taken Combat Integer Table
    The core unit will receive this value in energy for every point of damage dealt with the associated source (Melee/Ranged/Spell/Splash).​
    Life Armour Combat Integer ‹0 .. xx›
    The amount of armour applied to attacks directly dealt to the core unit's life.​
    Life Armour Level Combat Integer ‹xx .. xx›
    This value does not actually affect the unit's armour, it is just the value displayed on the UI. When an armour upgrade is applied to the core unit, this value increases.​
    Life Armour Name Combat Text
    The name of the core unit's armour, as displayed in the armour tooltip.​
    Life Gained By Damage Taken Combat Integer Table
    The core unit will receive this value in life for every point of damage taken from the associated source (Melee/Ranged/Spell/Splash).​
    Life Leeched By Damage Taken Combat Integer Table
    The core unit will receive this value in life for every point of damage dealt with the associated source (Melee/Ranged/Spell/Splash).​
    Shield Armour Name Combat Text
    The name of the core unit's shields, as displayed in the shield tooltip.​
    Shields Gained By Damage Taken Combat Integer Table
    The core unit will receive this value in shields for every point of damage taken from the associated source (Melee/Ranged/Spell/Splash).​
    Shields Leeched By Damage Taken Combat Integer Table
    The core unit will receive this value in shields for every point of damage dealt with the associated source (Melee/Ranged/Spell/Splash).​
    _______ ___________________

    Field Name
    Category
    Accepted Values
    Death Time Data Real ‹xx .. xx›
    Amount of time it takes for the unit to play it's death animation.​
    Kill Experience Data Integer ‹0 .. xx›
    The unit who kills the core unit will gain this value in experience.​
    Radius Data Real ‹0.0 .. 7.75›
    The maximum distance from the center of the core unit a unit has to be for the core unit to interact with it.​
    Sight Radius Data Real ‹xx .. xx›
    The area around the core unit that will be revealed to it's owner.​
    _______ ___________________

    Field Name
    Category
    Accepted Values
    Editor Categories Editor Drop Down Menu
    Used to organize the unit within the editor.​
    Editor Flags Editor Checklist
    Changes the unit's behaviour when being placed within the editor.​
    • Ambient Lighting Occlusion: Effects Unknown
    • Block Structures: Presumably, structures cannot occupy the same space as the core unit.
    • Can Rotate: The core unit can be rotated in the editor. This would be used for Units, but not for Structures.
    • Default to Neutral Player: When placed the core unit's owner will automatically be set to Neutral, you can then change it by opening up the unit's object properties.
    • Hostile Default: When placed the core unit's owner will automatically be set to the Hostile Player, you can then change it by opening up the unit's object properties.
    • No Auto Rotate: Effects Unknown
    • No Palettes: Effects Unknown
    • No Placement: The unit cannot be placed in the editor.
    Needs Confirmation
    Editor Prefix Editor Text
    This text will be displayed before the core unit's name in the editor.​
    Editor Suffix Editor Text
    This text will be displayed afterthe core unit's name in the editor.​
    _______ ___________________

    Field Name
    Category
    Accepted Values
    Acceleration Movement Real ‹0.0 .. 1000.0›
    The speed at which a unit will accelerate to its maximum speed (value/second).​
    Lateral Acceleration Movement Real ‹0.0 .. 1000.0›
    The speed at which a unit will accelerate sideways until its maximum speed is reached (value/second). Recquires additional explanation.​
    Mover Movement Mover
    The core unit's mover affects how it interacts with pathing.​
    Plane Array Movement Checklist
    This field is used to determine on what planes (Air/Ground), the unit can be interacted with.​
    Needs Confirmation
    Seperation Radius Movement Real ‹0.0 .. 7.75›
    When colliding units are stationary, they will move apart so that their seperation radii don't intersect.​
    Needs Confirmation
    Speed Movement Real
    The core unit's maximum speed.​
    Strafe Radius Movement Real ‹0.0 .. 500.0›
    This field is used for the Hangar ability. For units such as interceptors, this field defines the maximum distance it will fly from the carrier.​
    Turning Rate Movement Real ‹0.0 .. xx›
    The speed at which the unit turns.​
    _______ ___________________

    Field Name
    Category
    Accepted Values
    Pathing Footprint Pathing Pathing Texture
    The pathing map used by the core unit.​
    Pathing Footprint - Placement Pathing Pathing Texture
    When the core unit is being placed in the Galaxy Editor or constructed in game, it uses this pathing map for placement, instead of its regular pathing texture.​
    _______ ___________________

    Field Name
    Category
    Accepted Values
    AI Build Category Stats Drop Down Menu
    Unknown​
    • Center: Effects Unknown
    • Defense: Effects Unknown
    • Power: Effects Unknown
    • Standard: Effects Unknown
    Cargo Size Stats Integer ‹0 .. 255›
    The number of slots the core unit occupies in a transport, such as a Medivac or Phase Prism.​
    Collide Stats Checklist
    This determines what type of units the core unit can collide with. Any units that have the same fields checked, will conflict if they are within each other's RadiusWhen moving, the units will separate so that their radii no longer conflict, however when not moving, they instead use Seperation Radius.​
    Needs Confirmation
    Deceleration Stats Real ‹0.0 .. 1000.0›
    The speed at which the core unit slows down until it comes to a full stop (value/second).​
    Energy Maximum Stats Real ‹0.0 .. 100000.0›
    The maximum amount of energy the core unit can have at one time.​
    Energy Regeneration Rate Stats Real ‹xx .. xx›
    The amount of energy regenerated by the core unit per second.​
    Energy Starting Amount Stats Real ‹0.0 .. 100000.0›
    The amount of energy that the core unit spawns with.​
    Flags Stats Checklist
    Various items that affect the unit's behaviour and interaction.​
    • AI Caster: Effects Unknown
    • AI Disable Flee On Damage: Effects Unknown
    • AI Disable Press Forward: Effects Unknown
    • AI Tag For Area of Effect/Splash Damage Units: Effects Unknown
    • AI Tag For Defense Units: Effects Unknown
    • AI Tag For Marking Special High Priority Targets: Effects Unknown
    • AI Tag For Support Units: Effects Unknown
    • AI Tag For Temporary Units: Effects Unknown
    • AI Threat (Air): Effects Unknown
    • AI Threatens Air: Effects Unknown
    • Always Check Collision: Effects Unknown
    • Always a Threat to Attackers: Effects Unknown
    • Bounce: Effects Unknown
    • Buried: The core unit is burrowed, and thus invisible
    • Cannot Be Clicked: Effects Unknown
    • Cannot Be Highlighted: Effects Unknown
    • Cloaked: The core unit is invisible, this also applies the cloaked visual effect.
    • Create Visible: Effects Unknown
    • Destructible: Effects Unknown
    • Hero: Effects Unknown
    • Ignore Terrain Height: Effects Unknown
    • Individual Subgroups: Effects Unknown
    • Invulnerable: The core unit cannot take damage.
    • Kill Credit: Units will get credit for killing the core unit.
    • Missile: Effects Unknown
    • Movable: The core unit can be moved.
    • No Armor While Constructing: While under construction the core unit has no armour.
    • No Cursor: Effects Unknown
    • No Death Event: Effects Unknown
    • No Draw: Effects Unknown
    • No Portrait Talk: Effects Unknown
    • No Score: Effects Unknown
    • No Tooltip: Effects Unknown
    • Not on Radar: The core unit does not show up on Sensor Tower radars.
    • Pawnable: Effects Unknown
    • Penalty Revealed: Effects Unknown
    • Prevent Defeat: So long as at least one unit with this flag is alive, you will not lose, in a melee map.
    • Prevent Destroy: So long as at least one unit with this flag is alive, you will not be considered to have lost all your forces, in a melee map.
    • Prevent Reveal: So long as at least one unit with this flag is alive, you will not be revealed to your enemies, in a melee map.
    • Show Resources: Effects Unknown
    • Town Camera: Effects Unknown
    • Turn Before Moving: The core unit will turn to face the direction it is going to move in before accelerating.
    • Turnable: The core unit can turn.
    • Uncloakable: The core unit cannot be cloaked by an outside source.
    • Uncommandable: The core unit cannot receive commands from the player.
    • Undetectable: If the core unit is cloaked, it cannot be seen by a detector
    • Unselectable: Players cannot select the core unit.
    • Untargetable: The core unit cannot be targeted by abilities.
    • Use Line of Sight: Effects Unknown
    • Use Town Alert: Effects Unknown
    • Worker: Effects Unknown
    Needs Confirmation
    Item Stats Drop Down menu
    Unknown​
    Life Maximum Stats Real ‹0.0 .. 100000.0›
    The maximum amount of life the core unit can have at one time.​
    Life Regeneration Rate Stats Real ‹xx .. xx›
    The amount of life regenerated by the core unit per second.​
    Life Starting Amount Stats Real ‹0.0 .. 100000.0›
    The amount of life that the core unit spawns with.​
    Mass Stats Real ‹xx .. xx›
    The weight and volume of the unit, this dictates how the unit is affected by push and pull physics. Requires additional description, on the specific effects of mass.​
    Mob Stats Drop Down menu
    Unknown. Relates to the "MOB" cheat code.​
    Name Stats Text
    The core unit's name.​
    Race Stats Drop Down Menu
    The race (Terran/Protoss/Zerg/Neutral) this unit belongs to.​
    Repair Time Stats Real ‹0 .. xx›
    It will take the duration of this value to repair the core unit from 0 to full health.​
    Score - Kill Stats Integer ‹xx .. xx›
    The amount of points received by a player who kills the core unit.​
    Score - Lost Stats Integer ‹xx .. xx›
    The amount of points received by a player who losses the core unit. Remember this value can be negative.​
    Score - Produce Stats Integer ‹xx .. xx›
    The amount of points received by a player who produces the core unit.​
    Shield Armour Combat Integer ‹0 .. xx›
    The amount of armour applied to attacks dealt to the core unit's shields.​
    Shield Armour Level Combat Integer ‹xx .. xx›
    This value does not actually affect the unit's armour, it is just the value displayed on the UI. When a shields upgrade is applied to the core unit, this value increases.​
    Shield Maximum Stats Real ‹0.0 .. 100000.0›
    The maximum amount of shields the core unit can have at one time.​
    Shield Regeneration Rate Stats Real ‹xx .. xx›
    The amount of shields regenerated by the core unit per second.​
    Shield Starting Amount Stats Real ‹0.0 .. 100000.0›
    The amount of shields that the core unit spawns with.​
    Subgroup Priority Stats Integer ‹0 .. xx›
    This determines the order that subgroups are placed in in a group selection.​
    Supplies Stats Integer ‹-10000 .. 10000›
    The amount of supplies/food that the unit provides. If this value it negative, then the unit consumes supplies.​
    Tactical AI Channel Stats Text
    Unknown​
    Tactical AI Function Stats Text
    Unknown​
    Tactical AI Range Stats Text
    Unknown​
    _______ ___________________

    Field Name
    Category
    Accepted Values
    Add-on Offset X Stats Real ‹xx .. xx›
    Unknown​
    Add-on Offset Y Stats Real ‹xx .. xx›
    Unknown​
    Built On Stats Unit Table
    Unknown​
    _______ ___________________


    Credit for Providing Information
    • Gallin
    • mrzwach
    • Hawkwing
    • Berethor
    • Darkness-4ever
    • |1|shadow
    • SafeFail
    • nailertn

     
    Last edited: Aug 1, 2010
  2. Gallin

    Gallin

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    I did not read much but I believe that Added on Unit refers to structures like the Barracks and reactor.
     
  3. Ardnived

    Ardnived

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    Ah yes that makes sense, the things on the uberlisk are probably something like turrets instead.
     
  4. l1lshadow

    l1lshadow

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    Sweet, but now you need actor, effect, weapon, and abilities data ;] jk.
     
  5. Ardnived

    Ardnived

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    I thought about that, and perhaps I will, but first units :D, haven't even finished putting in all of these yet. :p

    Let alone getting down what all the fields do.
     
  6. l1lshadow

    l1lshadow

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    I think the Behaviors is a field where you can let a behavior from the behavior data apply to the unit o_O, effect is based on the behavior.
     
  7. Zypher

    Zypher

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    Sweet, make more like this please. Really nice as a reference.
     
  8. Ardnived

    Ardnived

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    Well I still have four more sections to add :), but after that I will make similar ones for the other objects.

    Hopefully some people will help fill in the gaps here first though :)

    @shadow,
    Well thats where you can associate behaviours with the unit, but I'm not really sure what purpose they server yet or what you can do with them after that, which I would like to add in there, but yeah I will add roughly what you said.


    Each entry has been anchored so that you can link to them if you need to reference it to help people with their questions in the Help Zone.
    The anchor is always the field name, but with no spaces, lower case, and no characters. However you can just copy the link from the Table of Contents.
     
  9. mrzwach

    mrzwach

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    This is inaccurate. Some massive units, such as the Thor and the Ultralisk, cannot be targetted as air.

    I believe what you mean is that the Colossus can be hit by AA attacks. I'm pretty sure this is because in Movement - Plane Array it is listed as both ground and air.


    Additionally, from what I've seen, turrets just allow units to attack units while moving/facing a different angle than the direction of their target. IE, Hellion can shoot enemies behind it without turning around, Mothership can shoot enemies in any direction even while moving.
     
  10. Hawkwing

    Hawkwing

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    Massive affects certain abilities such as Graviton Beam (I think that's what it's called). You can't lift a Thor in the air, for example, because they're so massive.
     
  11. Ardnived

    Ardnived

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    I see, I didnt think that Thor and Ultralisk were classified as massive since they cant be targeted by air. I shall correct.


    EDIT:
    -------------------------------------------------------------------
    I have finally finished adding all the fields, and I also found this; MOB Cheat Code

    But anyways, I hope people will weigh in with what they know, and I will post others for the other Data Editor Objects in a little while.


    Also could a moderator change the Thread Title to Data Editor Fields: Units
     
  12. Darkness-4ever

    Darkness-4ever

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    I believe that strafe radius is the method by which the Carriers utilize the Interceptor swarming movement, the radius determines how far they stray from the Carrier and is basically their leesh as they attack enemy targets.
     
  13. Avator

    Avator

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    I doubt you made all this yourself, so may I ask what source you got all this info from? It might have stuff about the Trigger Editor as well.
     
  14. Berethor

    Berethor

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    I am not sure but I believe the 'Default acquire target' defines when your unit will attack another. I.E. Offensive = you will attack a nearby enemy unit when it gets into acquisition range, defense = you will attack a nearby enemy unit if it attacks you etc. I have not tested this yet though, just my thoughts on those values.
     
  15. Ardnived

    Ardnived

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    @Darkness
    Thanks :), I think you must be correct, I checked a handful of different units and the Interceptor was the only one with any value for Strafe Radius


    @Berethor
    I thought something similiar, but I wasn't sure how precisely it might work, in any case I will put what you said and hopefully someone will confirm.


    @Avator, as I said in the post...

    Some fields can be deduced fairly eary, and the ones I am really not sure about I marked with "Needs Confirmation"

    Some of the information also comes from the description you get for hovering over a field, however those can often be short and unclear, or not present at all.



    Added a credit section at the bottom of the post.
     
  16. Mepper

    Mepper

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    Awesome! This is pretty useful to reference to.
     
  17. Arhowk

    Arhowk

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    Is it my computer or is this misaligned?
     
  18. Ardnived

    Ardnived

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    If your resolution is quite high (Or more likely you screen is quite large), then yes it is quite likely it will appear misaligned.

    This is because the screen is wide enough that the text from the first box doesn't push the rest to the far end. Unfortunately the
    tags do not have a width field, so there is nothing I can do about it. :(


    EDIT:
    Added a link to the latest in the series, Data Editor Fields: Abilities


    Granted reputation to all those who have contributed information. Thanks a lot. :)
     
  19. The World Is Flat

    The World Is Flat

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    This is great, i assume theres more to add?
     
  20. Ardnived

    Ardnived

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    Not sure quite what you are refering to

    More Tutorials in the series? Yes
    More Unit Fields? No, unless I missed some?
    More information needed for the fields? Yes