Editing Unit states
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− | + | Most units and buildings have 'behavior states' that can be set by the player to modify unit behavior on the fly. The state settings are set per-unit to allow different behavior of the same unit types. | |
− | Most units and buildings have | ||
− | Some unit states are hidden by default | + | Some unit states are hidden by default, you can display them under Settings/Interface/Commands. |
[[File:Factory commands.png]] | [[File:Factory commands.png]] | ||
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== State List == | == State List == | ||
− | Following is a list that explains each state and | + | Following is a list that explains each state and it's settings. |
=== Fire State === | === Fire State === | ||
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=== Move State === | === Move State === | ||
− | Movestate controls how freely a unit can move in pursuit of | + | Movestate controls how freely a unit can move in pursuit of it's target. All mobile units have movestate. |
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_roam.png" height="24" width="24"/> '''Roam''' — The unit will move to attack nearby targets and chase them if they run away. Constructors will only assist ally construction if set to Roam. | <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_roam.png" height="24" width="24"/> '''Roam''' — The unit will move to attack nearby targets and chase them if they run away. Constructors will only assist ally construction if set to Roam. | ||
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_3.png" height="24" width="24"/> | <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_3.png" height="24" width="24"/> | ||
− | + | Selection rank determines which units are selected when dragging a selection box around units with different ranks. Only the units in the selection box with the highest rank are selected. This is what keeps buildings and construction units from being selected with combat units. | |
+ | |||
+ | By default, most buildings have selection rank 1, factories and constructors have rank 2, and all combat units have rank 3. Selection rank can be changed for selected units, or it may be changed globally in the options menu. For example, if you don't want your Commander or anti-air units to be selected with the rest of your combat units, reduce their selection rank. | ||
=== Build Priority === | === Build Priority === | ||
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Priority lets you control resource spending more accurately when spending exceeds income. See [[Economy_Guide#Priority |Economy Guide Priority]] | Priority lets you control resource spending more accurately when spending exceeds income. See [[Economy_Guide#Priority |Economy Guide Priority]] | ||
− | See also [[ | + | See also [[Resources Reserve]] |
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png" height="24" width="24"/> '''High Priority''' — Constructors are always funded. | <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png" height="24" width="24"/> '''High Priority''' — Constructors are always funded. | ||
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Certain long range artillery units can be toggled between high and low trajectory firing. | Certain long range artillery units can be toggled between high and low trajectory firing. | ||
− | <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_high.png" height="24" width="24"/> '''High Trajectory''' — Shoot with a high arcing shot. This is useful for shooting over terrain that blocks direct line of sight | + | <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_high.png" height="24" width="24"/> '''High Trajectory''' — Shoot with a high arcing shot. This is useful for shooting over terrain that blocks direct line of sight. |
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_low.png" height="24" width="24"/> '''Low Trajectory''' — Unit fire directly toward the enemy. This can be useful because directly fired projectiles are more accurate and spend less time in flight. | <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_low.png" height="24" width="24"/> '''Low Trajectory''' — Unit fire directly toward the enemy. This can be useful because directly fired projectiles are more accurate and spend less time in flight. | ||
=== Fire at Radar === | === Fire at Radar === | ||
− | Some units with long-range precision weapons, like the Phantom and Lance, can be ordered not to fire on radar dots (i.e. targets inside radar range but outside visual range). | + | Some units with long-range precision weapons, like the Phantom and Lance, can be ordered not to fire on radar dots (i.e. targets inside radar range but outside visual range). Note that these units will still fire on buildings outside line of sight if the target position is known precisely (indicated by the "ghost" building). |
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png" height="24" width="24"/> '''Fire at Radar Dots''' | <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png" height="24" width="24"/> '''Fire at Radar Dots''' | ||
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_off.png" height="24" width="24"/> '''Ward Fire Disabled''' | <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_off.png" height="24" width="24"/> '''Ward Fire Disabled''' | ||
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{{Navbox manual}} | {{Navbox manual}} |