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ARSENAL II TUTORIAL - UNITS EDITOR - ADVANCED

Advanced

This is the Advanced tab of the unit editor. I have delineated each field with a different red number. An explanation of each field is below:

22 - "Boolean" check boxes [check boxes]: These check boxes tell Starcraft whether or not to give a unit a certain property. If you check a box, the unit will have that property. If you uncheck it, it will no longer have that property. Most of the properties here do exactly what they say they do (i.e., Detector gives the unit the ability to detect cloaked units), but some are a little less obvious. Here are some explainations:

  • Is a building/structure - This property, as it suggests, makes the unit a "building." Basically, that means it can not move around like "men" and is usually stationary (Terran buildings can fly of course). Resources like Mineral Fields also have this property. That is because they are "structures" of a kind. Giving a unit this property basically makes them a stationary, non-"man" unit.
  • Is an add-on - This property makes this unit a Terran add-on building. Checking it will not give you the ability to automatically attach this unit to a Command Center or anything, in fact, it probably will have no noticeable effect. It basically only "works" for buildings that are already add-ons.
  • Unit can fly - This property gives the unit the ability to fly. In other words, it can walk over all other units and all types of Terrain. However, simply checking this box does not make the unit "look like" it is flying. When not moving, it will still look like it is on the ground and will not be elevated above its shadow. Still, it will have the ability to fly just as much. Any unit can be given this property without any major problems.
  • Unit is a worker - This property tells Starcraft that this unit is a "peon" type man (like an SCV, probe, or drone). It is mainly used for internal purposes and thus does not have a noticeable effect give you give it to, say, a marine.
  • Is a sub-unit (turret) - This property makes the unit a "sub-unit," or, in other words, part of another unit (like the tank turret to the tank body). It is only used for the "turret" units such as the tank turret, goliath turret, and siege tank turret. You probably shouldn't give this property to other units and should not remove it on the turrets unless you know what you are doing.
  • Building can fly - This is the property that allows Terran buildings to fly. You can give it to any building, but it will not give it a button you can press to make it lift off. So, basically, it will have no effect on any unit besides buildings which can already fly. You can disable it on Terran buildings so they may no longer lift off (they will retain the lift off button, but pressing it won't do anything).
  • Is a Hero - This property makes the unit a Hero unit. Basically, a Hero unit gets a white wire-frame box when you select it instead of a blue one. It also gets all it's technologies (like spells and abilities) automatically researched for it. That's why Heroes like Raynor (vulture) start out with spider mines and Tassadar (templar) starts out with Psi Storm and Hallucination before you even research them. This property can be given to any unit. The Hero property will not prevent you from building a unit (i.e., a Hero marine can still be trained at a Barracks, it will just automatically start with Stimpack now).
  • Has HP regeneration - This property makes the unit slowly recharge its hit points just like Zerg units. It does not speed up shield recharging. Any unit can have HP regeneration.
  • Has Animated Idle Stance ??? - This property is kind of unknown. Don't mess with it unless you know what you're doing.
  • Can Cloak (does not give button) - This property is what allows wraiths and ghosts to cloak. While you can give it to any unit, the unit will not receive a cloaking button so it really will have no effect. You can disable it on wraiths and ghosts (or their Hero counterparts) to prevent them from using their cloak ability. They will still maintain their button, but it won't do anything.
  • Is 2 units in 1 Zerg egg - This property is what makes 2 zerglings or 2 scourges come out of one egg. You can apply it to any zerg man to have it spawn 2 units for each egg (i.e., if you check it on an Ultralisk, you'll get 2 Ultralisks from each egg they hatch from). It does not double the cost of the unit, but will double the food the unit(s) need (since there are 2 of them now).
  • Neutral Accessories - This property is only for powerups. It basically allows the unit to be picked up by any worker type unit. It may not work on other units other than powerups.
  • Resource Depot - This property makes a building a resource depot. A resource depot is a place where workers can return resources to, like Command Centers, Nexus', and Hatcheries.
  • Contains gas - This property makes a unit contain vespene gas (like vespene geysers, refineries, assimilators, and extractors). I don't believe it will have much effect on other buildings since only those buildings can be built on top of a geyser anyway.
  • Robotic Unit - This property makes Protoss units "robotic." I'm not sure if this property does anything more than determine that it is a unit usually built at a Robotics Facility.
  • Detector - This property allows a unit to be a "detector" and see cloaked units (like observers and missile turrets). It also displays detector under the unit's name when you select it in the control panel.
  • Broodwar Unit - This property defines the unit as a Broodwar unit as opposed to a normal Starcraft unit.
  • Organic Unit - This property tells Starcraft that the unit is "organic," or living (like marines, zerglings, and zealots). This is opposed to non-organic units like tanks and scouts. Basically, is property determines whether this unit will be affected by certain spells or not. For example, maelstrom only effects organic units. So, if you check this box, the unit will be affected by maelstrom. (This property only applies to men, not buildings)
  • Building must be on creep - This property makes it so you mush build the building on creep, like most Zerg buildings. It will also get a creep "outline" around it even if it's not on creep (like zerg buildings when all the creep around them it gone). Any buildings may have this property.
  • Unused flag - This is unused. It doesn't do anything.
  • Requires PSI energy - This property requires the unit to be built in a PSI field, like that produced by pylons (the blue ellipse). If the building is not in a PSI field, it will become "disabled" and not function (like Protoss buildings when not in the range of a pylon). You can give this property to any building. You can also disable it on Protoss buildings so they can be built anywhere.
  • Can burrow (does not give button) - This property allows the unit to burrow. However, it does not give the unit a burrow button so it is pretty useless on units that don't already have that capability. You can disable it on, say, a zergling so it will no longer be able to burrow. It will retain the burrow button, but it won't do anything.
  • Mana bar - this property gives the unit a magic bar (mainly for spell casting units like a ghost or templar). All magic bars start out with 200 magic. If specifically upgraded, it will increase to 250. Any unit may have a 200 point mana bar.
  • Permanent cloak - this property makes the unit permanently cloaked like dark templars. There is no way to decloak the unit. This property can be given to any man.
  • NPC/accessories - this is another powerup property. It allows the powerup to be picked up by certain players' workers (defined by starcraft). For example, the flag has this property checked, so as to determine whose workers can pick up the flag in CTF games. If Neutral accessories [See above] is also checked, then it can be picked up by any player's worker.
  • Morph from other unit - This property is for zerg units like Guardians and lurkers which morph from other units (a guardian morphs from a mutalisk and a lurker morphs from a hydralisk). Giving a unit this property will not automatically make it come from some other unit. I wouldn't mess with this too much.
  • Large Unit ??? - Kind of unknown. Don't mess with it.
  • Huge Unit ??? - Kind of unknown. Don't mess with it.
  • Auto attack and move - This property makes the unit automatically move up to and attack enemy units that it can sees and attack. Almost all men have this property checked. It is usually combined with the Attack property below.
  • Attack - This property makes the unit attack enemy units that are within its range. Most units have this property combined with Auto attack and move above. Some buildings like missile towers only have Attack checked because they can not move.
  • Invincible (unattackable) - This property makes the unit (you guessed it) invincible. That means the unit can not be attacked and can not be the target of any spells or any other action. The unit basically becomes invulnerable (it also makes Starcraft no longer display its hit points).
  • Mechanical unit (repairable) - This property defines the unit as a machine type unit. If the unit is also Terran, that means SCVs can repair it (like Terran buildings, tanks, and vultures). If it is a man unit (non-building) it means it can be the target of certain "machine" spells like lock-down. Any unit can be made mechanical.
  • Can produce ground units ??? - This value is kind of unknown. Don't mess with it.

Attack Info

23 - Subunit/Turret Attack Range [number box]: I'm not sure yet.

24 - Ground Max Hit [number box]: I'm not sure yet.

25 - Air Max Hit [number box]: I'm not sure yet.

Unknowns

26, 27, 28, 29 - Unknown values [number boxes]: The effects of these values are unknown. Don't mess with them unless you know what you're doing. For my current research on these values, see my Advanced DAT spec sheet for General and Advanced values.