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- Aug 16, 2007
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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
Contents
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.
| ||
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
|
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
|
AI Build Category | Stats | Drop Down Menu |
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.
| 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
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