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AttackableUnitGeComponentDef

15.22

Class Documentation

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The definition of an AttackableUnitGeComponent. It sets which kind of unit a map-placed entity is and where on the lanes it stands. The character and the skin of the unit come from the entity's Character field, a SkinCharacterGeComponentDef.

Properties

0x397fe037

Bool = false
16.2
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Unknown bool. The client does not read it when it creates or updates the unit.

0x4b31cd83

Bool = false
16.2
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Unknown bool. The client does not read it when it creates or updates the unit.

0xaa0ee4f5

Bool = false
16.2
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Unknown bool. The client does not read it when it creates or updates the unit.

0xafc7dac6

Bool = true
16.7
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Unknown bool. The client does not read it when it creates or updates the unit.

0xcf9b9ca4

Map<String, IScriptValueGet> = {}
16.2
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Named script values, each an IScriptValueGet. The client passes the map to the code that creates the unit, together with AiScriptOverride. How that code uses it was not traced.

0xf1d3a034

Bool = false
16.2
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Unknown bool. The client does not read it when it creates or updates the unit.

AiScriptOverride

String = ""
16.2
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File name of a Lua AI script. The client passes it to the code that creates the unit.

BotDifficulty

U8 = 0
16.2
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The client does not read it when it creates or updates the unit.

LaneDefinition

Pointer<SrLaneDefinition> = null
16.1
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Lane and position of the unit, a SrLaneDefinition. Turrets and inhibitors use the lane and the position, a nexus uses only the lane. Both values become part of the unit's object name. When it is null, the client uses lane 3 and position 0.

type

U16 = 3
16.2
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The kind of unit that the component creates:

Value Unit On world reset
0 turret kept
1 inhibitor kept
2 nexus kept
3 minion destroyed
4 generic unit destroyed

Values 0 to 2 mark the entity as a structure. The reset rule applies to units that the client created.

Referenced by 2 classes · 2 properties