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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 ''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.
 
 
 
Some unit states are hidden by default. You can display them under [[Ingame Menu#Commands|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 its settings.
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Following is a list that explains each state and it's settings.
  
 
=== Fire State ===
 
=== Fire State ===
 
Firestate controls a unit's automatic targeting behaviour. This state is available for all armed units and structures. Player given commands and guard retaliation overrides firestate. As in a unit set to Hold Fire will still fire if it is given a direct order to attack. Units do not lose their current target when firestate changes.
 
Firestate controls a unit's automatic targeting behaviour. This state is available for all armed units and structures. Player given commands and guard retaliation overrides firestate. As in a unit set to Hold Fire will still fire if it is given a direct order to attack. Units do not lose their current target when firestate changes.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_atwill.png" height="24" width="24"/> '''Fire at Will''' Fire at any/all enemies within range.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_atwill.png" height="24" width="24"/> '''Fire at Will''' - Fire at any/all enemies within range.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_return.png" height="24" width="24"/> '''Return fire''' Fire back at enemies that hurt the unit.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_return.png" height="24" width="24"/> '''Return fire''' - Fire back at enemies that hurt the unit.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_hold.png" height="24" width="24"/> '''Hold Fire''' Will not fire unless ordered to.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_hold.png" height="24" width="24"/> '''Hold Fire''' - Will not fire unless ordered to.
  
 
=== Move State ===
 
=== Move State ===
Movestate controls how freely a unit can move in pursuit of its target. All mobile units have movestate.
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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.
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<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_engage.png" height="24" width="24"/> '''Maneuver''' This behaves similarly to Roam, but with a shorter "leash".
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_engage.png" height="24" width="24"/> '''Maneuver''' - This behaves similarly to Roam, but with a shorter "leash".
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_hold.png" height="24" width="24"/> '''Hold Position''' Unit will not automatically chase enemies or use unit AI. Units will chase with an attack command and use unit AI if they have an Attack Move command.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_hold.png" height="24" width="24"/> '''Hold Position''' - Unit will not automatically chase enemies or use unit AI. Units will chase with an attack command and use unit AI if they have an Attack Move command.
  
 
=== Repeat ===
 
=== Repeat ===
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Sets the retreat level. See [[Retreat]].
 
Sets the retreat level. See [[Retreat]].
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png" height="24" width="24"/> '''Max Retreat''' Unit retreats to the closest retreat position when health drops below 99%.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png" height="24" width="24"/> '''Max Retreat''' - Unit retreats to the closest retreat position when health drops below 99%.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_60.png" height="24" width="24"/> '''2/3 Retreat''' Unit retreats to the closest retreat position when health drops below 65%.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_60.png" height="24" width="24"/> '''2/3 Retreat''' - Unit retreats to the closest retreat position when health drops below 65%.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_30.png" height="24" width="24"/> '''1/3 Retreat''' Unit retreats to the closest retreat position when health drops below 30%.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_30.png" height="24" width="24"/> '''1/3 Retreat''' - Unit retreats to the closest retreat position when health drops below 30%.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_off.png" height="24" width="24"/> '''No Retreat''' Unit does not auto-retreat.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_off.png" height="24" width="24"/> '''No Retreat''' - Unit does not auto-retreat.
  
 
=== Selection Rank ===
 
=== Selection Rank ===
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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"/>
  
See [[Selection#Selection_Rank|Selection Rank]]
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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.
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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 ===
  
Priority lets you control resource spending more accurately when spending exceeds income. See [[Economy_Guide#Priority |Economy Guide Priority]]
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Priority lets you control resource spending more accurately and without resorting to putting more constructors on an important project.
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There are 3 levels of priority and each level gets to use resources before the levels below it. First resources are split evenly between high priority construction, if there are any resources left over the resources are split between normal priority construction. If both high and normal priority construction is working at full capacity the remaining resources are available for low priority construction.
  
See also [[Economy_Guide#Reserving_resources|Resources Reserve]]
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Both constructors and nanoframes have a priority button. If nanoframe priority is set all constructors with normal priority working on it will work at the priority of the nanoframe. A constructor with priority set simply works at that priority level.
  
<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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Additionally a portion of your resources can be reserved to only be used by high priority construction (and unit morphing). Set the reserve level for both metal and energy by left-clicking on either resource bar (metal reserving must first be enabled in the menu). Right-click on a bar to set the reserve for that resource without affecting the other resource type.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png" height="24" width="24"/> '''Normal Priority''' — This is the default. Constructors with this set have their priority overridden by the nanoframe they are constructing.
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http://licho.eu/alba/Zero-K_Manual/resourcebar_reserve.png
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png" height="24" width="24"/> '''Low Priority''' — Constructors use any resources left over to construct.
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''A resource bar at approximately 50% energy reserve and 25% metal reserve''
  
==== Misc Priority ====
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<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.
Misc. priority is used for the unit's personal, non-construction resource consumption, i.e. from abilities like [[commander]] upgrades or [[Trinity]] stockpiling.
 
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high_other.png" height="24" width="24"/> '''High Priority'''
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png" height="24" width="24"/> '''Normal Priority''' - This is the default. Constructors with this set have their priority overridden by the nanoframe they are constructing.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med_other.png" height="24" width="24"/> '''Normal Priority'''
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png" height="24" width="24"/> '''Low Priority''' - Constructors use any resources left over to construct.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low_other.png" height="24" width="24"/> '''Low Priority'''
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=== Misc Priority ===
  
 
=== Factory Assist ===
 
=== Factory Assist ===
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png" height="24" width="24"/> '''Auto-assist Factory''' Constructor do not follow the factory rally point. Instead they assist the factory that created them.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png" height="24" width="24"/> '''Auto-assist Factory''' - Constructor do not follow the factory rally point. Instead they assist the factory that created them.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png" height="24" width="24"/> '''Default Behaviour''' Constructor will continue to rally point when exiting factory.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png" height="24" width="24"/> '''Default Behaviour''' - Constructor will continue to rally point when exiting factory.
  
 
=== Cloak ===
 
=== Cloak ===
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=== Unit AI ===
 
=== Unit AI ===
  
Toggles smart AI for the unit. See [[Unit AI]]
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Toggles smart AI for the unit. See [UnitAI]
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png" height="24" width="24"/> '''Unit AI ON''' Turn ON the game's default unit AI for this unit (skirm, skirmish, and/or Anti-Air AI).
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png" height="24" width="24"/> '''Unit AI ON''' - Turn ON the game's default unit AI for this unit (skirm, skirmish, and/or Anti-Air AI).
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_off.png" height="24" width="24"/> '''Unit AI OFF''' Turn OFF the game's default unit AI for this unit.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_off.png" height="24" width="24"/> '''Unit AI OFF''' - Turn OFF the game's default unit AI for this unit.
  
 
=== On/Off ===
 
=== On/Off ===
On/Off controls various miscellaneous unit states. It is used to toggle activation on radar, sonar and cloakers. It also toggles the armour ability of the [[Solar Collector]], [[Lucifer]] and [[Desolator]].  
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On/Off controls various miscellaneous unit states. It is used to toggle activation on radar, sonar and cloakers. It also toggles the armour ability of the Solar Collector, Annihilator and Dooms Day Machine.  
  
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png" height="24" width="24"/> '''On'''
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png" height="24" width="24"/> '''On'''
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Aircraft can be told to fly in a holding pattern or land when idle.
 
Aircraft can be told to fly in a holding pattern or land when idle.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_on.png" height="24" width="24"/> '''Free Flying''' Unit continues flying when idle.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_on.png" height="24" width="24"/> '''Free Flying''' - Unit continues flying when idle.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_off.png" height="24" width="24"/> '''Land on Idle''' Unit lands when idle.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_off.png" height="24" width="24"/> '''Land on Idle''' - Unit lands when idle.
  
 
=== Float State ===
 
=== Float State ===
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Some amphibious units can float to the surface of the ocean to fire their weapons. They are immobile when floating
 
Some amphibious units can float to the surface of the ocean to fire their weapons. They are immobile when floating
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_float.png" height="24" width="24"/> '''Always Float''' Unit automatically floats when idle.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_float.png" height="24" width="24"/> '''Always Float''' - Unit automatically floats when idle.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_attack.png" height="24" width="24"/> '''Float to Fire''' Unit automatically floats if an enemy is in range and sinks otherwise. Units with long reload time sink between shots.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_attack.png" height="24" width="24"/> '''Float to Fire''' - Unit automatically floats if an enemy is in range and sinks otherwise. Units with long reload time sink between shots.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_sink.png" height="24" width="24"/> '''Always Sink''' Unit does not float.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_sink.png" height="24" width="24"/> '''Always Sink''' - Unit does not float.
  
 
=== Trajectory ===
 
=== Trajectory ===
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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, though it does moderately reduce accuracy.
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<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.
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<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). These units will still fire on buildings outside line of sight if the target position is known precisely (indicated by the "ghost" building).
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Some units with long-range precision weapons, like the Sharpshooter and Penetrator, 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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=== Dive State ===
 
=== Dive State ===
  
[[Raven]] by default dive bombs to attack units under area shields, and moving targets. It can also dive bomb normally or constantly fly at a lower altitude.
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Raven by default dive bombs to attack units under area shields, and moving targets. It can also dive bomb normally or constantly fly at a lower altitude.
  
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_shield.png" height="24" width="24"/> '''Dive Bomb Shield or Mobile'''
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_shield.png" height="24" width="24"/> '''Dive Bomb Shield or Mobile'''
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_attack.png" height="24" width="24"/> '''Dive Bomb Mobile'''
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_attack.png" height="24" width="24"/> '''Dive Bomb Mobile'''
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_always.png" height="24" width="24"/> '''Always Fly Low''' This causes it to fly at a lowered altitude all the time. It is weak to ground units in this state.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_always.png" height="24" width="24"/> '''Always Fly Low''' - This causes it to fly at a lowered altitude all the time. It is weak to ground units when lowered
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_off.png" height="24" width="24"/> '''Always Fly High''' Will not use dive bomb. This can make it difficult to hit moving or shielded targets.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_off.png" height="24" width="24"/> '''Always Fly High''' - Will not use dive bomb. This can make it difficult to hit moving or shielded targets.
  
 
=== Area Cloak ===
 
=== Area Cloak ===
  
Toggles an area cloaker. Area cloak is also disabled if the unit's On/Off state is set to Off. See [[Cloak]]
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Toggles an area cloaker. Area cloak is also disabled if the unit's On/Off state is set to Off. See [Cloak]
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_on.png" height="24" width="24"/> '''Activate Cloaking Field''' Cloak all allied units within cloaking field radius.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_on.png" height="24" width="24"/> '''Activate Cloaking Field''' - Cloak all allied units within cloaking field radius.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_off.png" height="24" width="24"/> '''Disengage Cloaking Field''' Do not emit cloaking field.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_off.png" height="24" width="24"/> '''Disengage Cloaking Field''' - Do not emit cloaking field.
  
 
=== Gunship Strafe ===
 
=== Gunship Strafe ===
 
Most gunships can circle-strafe their target when attacking.
 
Most gunships can circle-strafe their target when attacking.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_on.png" height="24" width="24"/> '''Strafe''' Dodge ground projectiles by circling over the targeted enemy.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_on.png" height="24" width="24"/> '''Strafe''' - Dodge ground projectiles by circling over the targeted enemy.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_off.png" height="24" width="24"/> '''No Strafe''' Deactivate strafing for gunships. Use this to keep out of range of static AA.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_off.png" height="24" width="24"/> '''No Strafe''' - Deactivate strafing for gunships. Use this to keep out of range of static AA.
  
 
=== Kill Captured ===
 
=== Kill Captured ===
  
[[Dominatrix]] can be set to automatically destroy units that it captures.
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Dominatrix can be set to automatically destroy units that it captures.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_on.png" height="24" width="24"/> '''Auto-Self Destruct''' Immediately self-destruct the captured units.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_on.png" height="24" width="24"/> '''Auto-Self Destruct''' - Immediately self-destruct the captured units.
  
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_off.png" height="24" width="24"/> '''No Self Destruct''' Maintain normal control over captured units, no self-destruct.
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<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_off.png" height="24" width="24"/> '''No Self Destruct''' - Maintain normal control over captured units, no self-destruct.
  
 
=== Drone Construction ===
 
=== Drone Construction ===
Units capable of drone production can switch it on or off.
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_on.png" height="24" width="24"/> '''Production of drones is ongoing'''
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_off.png" height="24" width="24"/> '''Production of drones is stopped'''
 
  
 
=== Impulse Mode ===
 
=== Impulse Mode ===
[[Newton]] and [[Jugglenaut]] can be set to push or pull units with their gravity guns.
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/push_alt.png" height="24" width="24"/> '''Push'''
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/pull_alt.png" height="24" width="24"/> '''Pull'''
 
 
=== Ward Fire ===
 
Shoot at the shields of Thugs, Felons and Convicts when nothing else is in range.
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_on.png" height="24" width="24"/> '''Ward Fire Enabled'''
 
 
<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'''
 
 
=== Allow Attack Commands ===
 
State for [[Lobster]] to ignore attack commands and only respond to [[Fire_Special_Weapon_Command |'D' commands]].
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_off.png" height="24" width="24"/> '''Disable Attack Off'''
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_on.png" height="24" width="24"/> '''Disable Attack On'''
 
 
=== Fire Towards Enemies ===
 
Shoots towards enemies when there are no other targets.
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_off.png" height="24" width="24"/> '''Disabled'''
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_on.png" height="24" width="24"/> '''Enabled'''
 
 
=== Avoid Bad Targets ===
 
Added in the [https://zero-k.info/Forum/Post/236870#236870 Anti-Bait update] , this state prevents a unit from automatically firing a long reload weapon at unit classes identified by metal cost.
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_off_alternate.png" height="24" width="24"/> '''Disabled'''
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_1.png" height="24" width="24"/> '''Free''' — Avoid light drones ([[Firefly]] and [[Gull]]), [[Wind/Tidal Generator|Wind]], [[Solar Collector|Solar]], [[Claw]], [[Dirtbag]], nanoframes up to 50 metal and armoured targets (except [[Crab]]).
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_2.png" height="24" width="24"/> '''Light''' — As above, as well as units costing less than 90, [[Razor]], [[Sparrow]] and unidentified radar dots.
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_3.png" height="24" width="24"/> '''Medium''' — As above, as well as units costing less than 240, except [[Stardust]], with the addition of [[Raptor]].
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_4.png" height="24" width="24"/> '''Heavy''' — As above, as well as units costing less than 420.
 
 
=== Puppy Replication ===
 
Set whether Puppies use nearby wrecks to make more Puppies.
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_on.png" height="24" width="24"/> '''On Except When Cloaked'''
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_cloak.png" height="24" width="24"/> '''Always On'''
 
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_off.png" height="24" width="24"/> '''Off'''
 
 
  
 
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{{Navbox manual}}

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