0x397fe037
Bool = false Unknown bool. The client does not read it when it creates or updates the unit.
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.
Bool = false Unknown bool. The client does not read it when it creates or updates the unit.
Bool = false Unknown bool. The client does not read it when it creates or updates the unit.
Bool = false Unknown bool. The client does not read it when it creates or updates the unit.
Bool = true Unknown bool. The client does not read it when it creates or updates the unit.
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.
Bool = false Unknown bool. The client does not read it when it creates or updates the unit.
String = "" File name of a Lua AI script. The client passes it to the code that creates the unit.
U8 = 0 The client does not read it when it creates or updates the unit.
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.
U16 = 3 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.