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Dummy Unit Proper Fields

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Level 28
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Sep 26, 2009
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Abilities Normal - Locust
Art - Animation Backswing - 0
Art - Animation Cast Point - 0
Art - Death Time - 0
Art - Model File - none (assuming you want your dummy unit to be unseen)
Art - Shadow Image (unit) - none

Combat - Attack Enabled - None (unless you want your unit to attack at melee range, in which case you also change those 2 Combat fields below)
Combat - Attack 1/2 - Animation Backswing - 0
Combat - Attack 1/2 - Animation Damage Point - 0

Combat - Death Type - Can't raise, does not decay
Movement - Type - Fly

Stats - Food Cost - 0
Stats - Hide Minimap Display - True
Stats - Sight Radius (Day) & (Night) - 0
Stats - Sleep - False

I think you can also check any/both of these:
Stats - Unit Clasification - Walkable/Ward
 
Level 33
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First, you need to know that dummy has 2 types; Caster and Visual

For Standard Dummy;
Art - Shadow Image (Unit): NONE
Combat - Attacks Enabled: None
Combat - Death Type: Can't raise, Does not decay
Movement - Type: Fly
Pathing - Collision Size: 0.00
Stats - Food Cost: 0
Stats - Hide Minimap Display: True
Stats - Unit Classification: Nothing

For Caster Dummy;
Art - Model File: _.mdl (Shift-click this field and enter "_" without the quote)
Art - Animation - Cast Backswing: 0.00
Art - Animation - Cast Point: 0.00
Movement - Speed Base: 0

For Visual Dummy;
Art - Model File: Select any model you wish
Movement - Height: The height of your dummy from the ground (if this dummy becomes a projectile/missile, it needs height to look "logic"
Movement - Speed Base: Greater than 0

The meaning of "Standard Dummy" is that both of the dummy type must have that field settings.
 
Pro-tip: If you set movement to "hover" instead of "fly", you have less issues with the flying height of the unit on cliffs. As "locust" removes the collision of the dummy anyway, there's no need for the walkable tag.
However, you will need to use "fly" when you want the dummy to be created on water.
 
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