Attribute[ | ]
(Editor Screenshot) needs pic of any unit with attributes
Description[ | ]
Points added by other behaviours which modify the unit. Function wise is very similar to the Buff behaviour except the icons appear to the right of the UI: Wireframe - Image of the Unit actor and it displays how many stacks are present on the unit.
Hint[ | ]
- Attribute points cannot be added directly by an Apply Behavior effect, unless using the effect's flags. Check each one of them (except duration), and you can fill up 1 attribute sheet per effect.
- Only 4-5 attributes can be visible in the unaltered UI at one time
Patch 5.0 Update[ | ]
Attribute behaviors on CHeroUnit now have two different point values: Base and Bonus.
- The starting and leveling attribute points of a hero (configured in the AttributePointsInfoArray) will count as the Base value while other point changes such as behavior bonuses will be counted in the Bonus value.
- In the unit info panel, base attribute points will be displayed as a white number while bonus attribute points will be displayed as a (+X) green number.
- The bonuses added by Base attributes points are no longer displayed as (+X) green numbers. Instead, they will be added to the base attack damage/armor/weapon speed fields.
- Attributes added by buffs or items will still be displayed as (+X) green numbers.
Example Usage[ | ]
Example Name 1[ | ]
(Description from a global overview, tell us the relationship of combined data objects to this object)
URL[ | ]
(URL to the real example, because we could use 1 example for 5 different objects)
Example Name 2[ | ]
(Description from a global overview, tell us the relationship of combined data objects to this object)
URL[ | ]
(URL to the real example, because we could use 1 example for 5 different objects)
Fields Description[ | ]
Ability - Modification - Abilities Disabled[ | ]
- Disables using specific abilities when the attribute is present (no known cap)
Ability - Modification - Abilities Enabled[ | ]
- Enables specific previously disabled abilities
- Not all that useful unless you want to renable only a few abilities at a time without using validators or requirements
Ability - Modification - Ability Classes Disabled[ | ]
- Disables all abilities of a certain class eg. Arm Magazine or Effect - Target
- For a list of classes and what they do, please refer to the Ability section of the wiki
Ability - Modification - Ability Classes Enabled[ | ]
- Enables all previously disabled abilities of a certain class eg. Arm Magazine or Effect - Target
- As abilities can already be easily regulated with requirements, I fail to see much use for this field
Behavior - Alignment[ | ]
- Determines if the attribute texture appears green (Positive), white (Neutral) or red (Negative)
Behavior - Categories[ | ]
- Permanent
- Restorable
- Temporary
- These are Filters, used kind of like Unit Attributes. Used by Behavior - Modification - Behavior Categories Disabled/Enabled.
Behavior - Modification - Attribute Changes - Attribute[ | ]
- What attribute points the attribute adds
- As you already have to add attributes via other behaviours this field is pretty pointless unless you really want an attribute adding attributes
- Can cause game crashing loops
Behavior - Modification - Attribute Changes - Points[ | ]
- How many points for each attribute are added to each attribute
- Can cause game crashing loops
Behavior - Modification - Behavior Categories Disabled[ | ]
- Disables certain behavior categories
Behavior - Modification - Behavior Categories Enabled[ | ]
- Enables previously disabled behavior categories
Behavior - Modification - Behavior Classes Disabled[ | ]
- Disables certain behavior classes
- Disabling attribute causes the behavior to strobe on and off very fast as it temporarily disables itself
Behavior - Modification - Behavior Classes Enabled[ | ]
- Enables previously disabled behavior classes
Behavior - Modification - Behaviors Disabled[ | ]
- Disables specific behaviors
Behavior - Modification - Behaviors Enabled[ | ]
- Enables previously disabled behaviors
Behavior - Modification - Modify Flags[ | ]
- Detected makes the unit targetable despite having cloaking active
- Disable Abilities prevents the unit with the attribute from using any abilities
- Enable Attack (Unknown)
- Enable Move (Unknown)
- Hide Change UI (Unknown)
- Modify Movement (Unknown)
- Reveal reveals the unit to all players through the fog of war
- Share Vision gives all players the units Line of Sight
- Supress Movement stops the unit moving
- Supress Turning stops the unit from turning
- Warpable allows model deformation by physics effects eg. the Mothership - Vortex Event Horizon of the Mothership - Vortex ability
Behavior - Modification - Queue Count[ | ]
- Increases the number of units that can be trained/upgrades researched at one time
Behavior - Modification - Queue Size[ | ]
- Increases the max number of units to train/upgrades to research that can be queued at once
Behavior - Modification - Rate Multiplier Array[ | ]
- Morph (Unsure) adjusts the speed at which the unit morphs (Read that the Mutant Larvae in beta used to use this to morph faster before they were removed)
- Progress increases the rate of Buildable and Warpable to increase constructing and warping rates.(This effect is increased by unit time scale regardless of this attribute's time scale source).
- Queueable increases the speed at which queued stuff is finished
- Spawn (Unknown) increases the rate of the spawn behavior / Arm magazine ability?
Behavior - Modification - State Flags[ | ]
- Benign means that the unit is not automatically targeted by weapons
- Bury makes the unit become untargetable by enemies without a detector (not sure if creates the burried footprint)
- Cloak makes the unit become untargetable by enemies without a detector and creates the blueish cloaking visual
- Detector (Unknown) makes the line of sight of the unit detect cloaked/buried?
- Generate Threat (Unknown) used by AI for priority evaluation?
- Hallucination sets the unit status to hallucination which is used by the Effect - Kill Hallucination field
- Invulnerable sets the unit to invulnerable which is used by search filters to exclude most things targeting the unit
- No Draw (Unknown)
- Passive (Unknown) Prevents weapon aquire?
- Radar (Unknown) Makes unit Line of Sight a radar?
- Stasis (Unknown) Sets timescale to 0?
- Suppress Attack disables the ability to attack given by the Attack ability
- Suppress Build On (Unknown) stops construction of buildings in progress?
- Suppress Cloak disables the cloaking of the unit making them targetable and removing the cloaking visual
- Suppress Collision reduces the collision radius of the unit to 0 allowing it to pass through other objects with collision
- Suppress Combat (Unknown)
- Supress Detection prevents the buried/cloaked unit being detected
- Suppress Drop Off (Unknown) prevents a unit with cargo from unloading?
- Suppress Energy stops the caster using anything that costs the energy vital
- Suppress Energy Regeneration prevents energy from generating/degenerating
- Suppress Fidgeting stops the UI - Fidget+ stuff under unit from occuring
- Suppress Food Made negates any food the unit might supply
- Suppress Food Used negates any food the unit might use
- Suppress Invulnerability makes the unit vulnerable (removes the Invulnerable filter)
- Suppress Life stops the caster using anything that costs the life vital
- Suppress Life Regenaration stops hit points from being regenerated/lost
- Suppress Passenger stops any effects/abilities made by the passenger like bunker held units attacking
- Suppress Radar disables the unit's radar
- Suppress Shield Regeneration stops shields regenerating/degenerating
- Suppress Shields stops the caster using anything that costs the shield vital
- Suppress Threat (Unknown) supresses threat used in AI target evaluation?
- Uncommandable makes the unit unable to respond to orders given
- Unselectable makes the unit unable to be clicked or selected
- Untargetable makes the unit unable to be the target of attacks and abilities
Behavior - Requirements[ | ]
- The requirements that need to be met to enable the behavior
Combat - Modification - Attack Speed Multiplier[ | ]
- Alters the period of the weapons by a percent
- Formula is 1/1+(1n^x) where n is the value of the multiplier and x is the number of stacks
- The effect of stacking is multiplicatory
- Maximum attack speed increase cap is set by the Attack ability of the unit
Combat - Modification - Damage Dealt (Scaled)[ | ]
- Amount of damage added onto each kind of damage that is affected by Damage Dealt Fraction
- Stacking is purely additive so 2 stacks of 10 with a Damage Dealt Fraction of 2 with give (damage +20) x 2 +20 added damage
Combat - Modification - Damage Dealt (Unscaled)[ | ]
- Flat amount of damage added onto each kind of damage irrespective of Damage Dealt Fraction
- Stacking is additive
Combat - Modification - Damage Dealt Fraction[ | ]
- Percent of damage added/subtracted to each damage kind eg. Damage - Quad adds +4x damage to all damage kinds
- Stacking is additive
Combat - Modification - Damage Dealt Maximum[ | ]
- Sets the cap for the maximum damage the unit can do in a single damage event
Combat - Modification - Damage Dealt Minimum[ | ]
- Sets the cap for the minimum damage the unit can do in a single damage event
- Good for armor ignoring stuff
Combat - Modification - Death Response - Chance[ | ]
- Chance for the death response to trigger when the unit dies eg. Exploding Barrel (Large) Explosion
- Useful if you want the chance to increase with increased attribute stacks
Combat - Modification - Death Response - Cost +[ | ]
- Standard cost fields associated with the death response
Combat - Modification - Death Response - Effect[ | ]
- Effect cast when the unit with the attribute is killed
Combat - Modification - Death Response - Relationship[ | ]
- Diplomatic relationship of killer required to trigger the death response
Combat - Modification - Death Response - Type[ | ]
- Determines what types of death triggers the death response
- The type of death caused by each damage effect can be set under the Effect - Death field of the Damage effect
Combat - Modification - Vital Gained from Damage Taken - Damage Kind[ | ]
- Amount of vitals the unit receives when it takes damage from each kind of damage
- Can be used to reduce the damage taken by certain damage kinds
Combat - Modification - Vital Leeched from Damage Dealt - Damage Kind[ | ]
- Amount of vitals gained per damage event based on damage kind
- Unable to do % so more of a supplement to a vital than a significant contributor
Cost - Cost +[ | ]
- Standard cost fields associated with applying/using the behavior
- Apparently are not functional
Movement - Modification - Acceleration Bonus[ | ]
- Flat value added to the acceleration
- (Unknown how stacking affects it)
Movement - Modification - Acceleration Multiplier[ | ]
- % Of the base acceleration speed
- (Unknown how stacking affects it)
Movement - Modification - Deceleration Bonus[ | ]
- Flat value added to the deceleration
- (Unknown how stacking affects it)
Movement - Modification - Deceleration Multiplier[ | ]
- % Of the base deceleration speed
- (Unknown how stacking affects it)
Movement - Modification - Movement Speed Bonus[ | ]
- Value added/subtracted from the movement speed of the unit
- Stacking is additive
Movement - Modification - Movement Speed Maximum[ | ]
- (Unknown) probably has to do with the value in movers
Movement - Modification - Movement Speed Minimum[ | ]
- (Unknown) probably has to do with the value in movers
- Used by Mothership - Vortex
Movement - Modification - Movement Speed Multiplier[ | ]
- % Speed value of the base movement speed
- (Unknown how stacking affects it)
Movement - Modification - Plane Delta[ | ]
- (Unknown)
- Used by Pheonix - Anti Gravity Height and Hercules - Rescue Pods (Unnamed)
Movement - Modification - Snare Multiplier[ | ]
- (Unknown)
Resource - Modification - Resource Harvest Amount Bonus[ | ]
- The flat increment to the amount harvested per interval spent gathering
Resource - Modification - Resource Harvest Amount Multiplier[ | ]
- The % increment to the amount harvested per interval spent gathering
- (Unknown how stacking affects it)
Resource - Modification - Resource Harvest Time Bonus[ | ]
- The increment/decrement spent per gathering interval
Resource - Modification - Resource Harvest Time Multiplier[ | ]
- The % increment/decrement spent per gathering interval
- (Unknown how stacking affects it)
Stats - Flags[ | ]
- Hidden determines if the attribute icon is hidden or visible in the UI
Stats - Max Points[ | ]
- Determines the maximum number of times the attribute can stack
Stats - Min Points[ | ]
- Determines the number of stacks the attribute starts with when not modified
Tech Tree - Tech Alias[ | ]
- (Unknown)
UI - Icon[ | ]
- Texture used for the attribute visual
UI - Tooltip[ | ]
- The text displayed if the mouse cursor is moved over the attribute icon ingame
UI - Tooltip Priority[ | ]
- (Unknown)
Unit - Modification - Detect[ | ]
- Radius at which the unit with the attribute can detect cloaked/buried units
Unit - Modification - Detect Filters[ | ]
- Filters for determining valid targets that can be detected
Unit - Modification - Detection Arc[ | ]
- The angle centered in front of the unit that determines the field of detection
- A 90 degree angle would be 45 degrees to either side
Unit - Modification - Detection Bonus[ | ]
- Amount added onto the unit's existing detection radius
Unit - Modification - Height[ | ]
- The height to which the unit is lifted/lowered
Unit - Modification - Height Time[ | ]
- The times taken for the unit to reach the set height and return to the default height
Unit - Modification - Kill Bonus[ | ]
- (Unknown) bonus given to veterancy exp on kill?
Unit - Modification - Life Armor Bonus[ | ]
- Amount the life vital armor is adjusted
Unit - Modification - Life Armor Multiplier[ | ]
- Amount the life vital armor is multiplied by
- (Unknown how stacking affects it)
Unit - Modification - Lost Bonus[ | ]
- (Unknown) bonus to score when unit dies?
Unit - Modification - Radar[ | ]
- Radius for the radar detection (highlighting units that are not in the line of sight)
Unit - Modification - Radar Arc[ | ]
- The angle centered in front of the unit that determines the field of the radar
- A 90 degree angle would be 45 degrees to either side
Unit - Modification - Radar Filters[ | ]
- Filters determining which units appear on the radar
Unit - Modification - Shield Armor Bonus[ | ]
- Amount the shield vital armor is adjusted
Unit - Modification - Shield Armor Multiplier[ | ]
- Amount the shield vital armor is multiplied by
- (Unknown how stacking affects it)
Unit - Modification - Sight Bonus[ | ]
- Bonus given to the unit's line of sight
- Apparently cannot exceed 16 total sight radius
Unit - Modification - Sight Maximum[ | ]
- (Unknown)
Unit - Modification - Sight Minimum[ | ]
- (Unknown)
Unit - Modification - Sounds[ | ]
- Sounds that replace the ones set under Actors
Unit - Modification - Supplies[ | ]
- Supplies added ot taken adjustment
- Field of interest for making certain units free supply wise
Unit - Modification - Time Scale[ | ]
- Time scale % adjustment to the unit's timescale relative to Stats - Time Scale Source - Value
- Stacking is multiplicatory
- Affects cooldowns, movement speed, animations, periods, durations of buffs (if buff timescale is based on the unit it's applied to), basically affects the speed of everything on the unit.
- Cannot be set to 0 (0.01 Minimum) which equivalently freezes the unit making it good for effects like that where you don't want the unit animating
- Known bug as of patch 1.3 If a behaviour that modifies unit time scale is removed before expiring the animation timescale will not be reset.
- Known issue as of patch 1.3, unit's under building or warping will finish sooner but their vital progress rate will not increase(unit will not finish with full health).
Unit - Modification - Vital Max Bonus[ | ]
- Adds a fixed amount onto the max of the vital (adding that amount to the current vital as a once off as well)
Unit - Modification - Vital Maximum Fraction[ | ]
- Adds an amount to the unit's vital based on a % of the unit's vital
- Field of preference for units that gain vitals with kills/levels
- (Unknown how stacking affects it)
Unit - Modification - Vital Regeneration Bonus[ | ]
- Amount of vital regen adjusted
- Dependent on the unit's regeneration delay
- Used to give the attribute a constant vital drain eg. Ghost - Cloak
Weapon - Modification - Turret Disable[ | ]
- Disables a turret of the unit
Weapon - Modification - Turret Enable[ | ]
- Enables a previously disabled turret of the unit
Weapon - Modification - Weapon Minimum Range[ | ]
- Adjusts the minimum range of the unit's weapon eg. could be used to make siege tanks have no minimum range
Weapon - Modification - Weapon Range[ | ]
- Adjusts the range of the unit's weapons/abilities eg. bunkers giving +1 range to loaded units
Weapon - Modification - Weapon Scan Bonus[ | ]
- Adjusts how fast the weapon scope can track a target
Weapon - Modification - Weapons - Turret[ | ]
- Turrets given to the unit
Weapon - Modification - Weapons - Weapon[ | ]
- Weapons given to the unit
- Used by the A.R.E.S. Warbot in the campaign to give it a choice of 3 different weapons
Weapon - Modification - Weapons Disabled[ | ]
- Disables a current weapon
Weapon - Modification - Weapons Enabled[ | ]
- Enables a previously disabled weapon
- Weapons can automatically be set to disabled using the Weapon - Options field under Weapons