We have a complete list of unit types in constants.js. Some are tags for fabbers and factories to select (I suspect *Build are that type), but others appear to have built in game effects. Do we know which ones have special logic (and what that is) ? Commander Untested: lose when all dead. Fabber Untested: spectator fabber count. Determines selections. If it has the fabber unit type, then it is selected only with majority fabbers. Otherwise, it is selected with majority non fabbers. Debug Tank Bot Bomber Fighter Gunship Transport Teleporter Scout Structure Mobile Untested: spectator mobile count Wall Sub Nuke NukeDefense Heavy Artillery Tactical LaserPlatform AirDefense SurfaceDefense OrbitalDefense MetalProduction EnergyProduction Construction Land Naval Air Orbital Basic Advanced CmdBuild FabBuild FabAdvBuild FabOrbBuild FactoryBuild CombatFabBuild CombatFabAdvBuild Economy Factory Can't move because orders are given to built units instead of the unit itself. Builds units internally; without Factory units must be placed in the world. Untested: spectator factory count. Defense Offense Recon NoBuild
I thought that was the "hover_time": -1, setting in the navigation component of the .json? Is that incorrect
The gunship is rather interesting. I believe it also has behavior tag to strafe while attacking. That would be neat to give some units if one were modding.
because it is incapable of moving on it's side axis. Now, if we could figure out how to get it to move side by side without having to face the side, that would be great, it would be the PA Magrider.
Facing discussion can move to it's own thread: https://forums.uberent.com/threads/unit-facing-and-strafing.60996/
If the behavior is hard-coded, it's probably hard-coded to "type: air" and you won't be able to use it with a land unit.
I could be wrong, but many of these probably don't have any hard-coded behaviours. Rather, they are used a method of filter units - for example, the "buildable_types" attribute of a unit determines what that unit can construct. The value of this attribute for the vehicle factory is: Code: (Land & Mobile & Tank & Basic | Tank & Fabber & Basic & Mobile) & FactoryBuild What this means is the vehicle factory can build anything that has the following buildable types: All of: UNITTYPE_Land, UNITTYPE_Mobile, UNITTYPE_Tank, UNITTYPE_Basic and UNITYPE_FactoryBuild OR All of: UNITTYPE_Tank, UNITTYPE_Fabber, UNITTYPE_Basic, UNITTYPE_Mobile and UNITYPE_FactoryBuild The type of movement a unit makes is likely more dependent on the navigation -> type value.
Most of these are only used for build types, but a few have other uses. Fabber also determines selections. If it has the fabber unit type, then it is selected only with majority fabbers. Otherwise, it is selected with majority non fabbers.