Difference between revisions of "Unit states"

From Zero-K
Jump to navigation Jump to search
(→‎Fire at Radar: Removed obsolete names)
(11 intermediate revisions by 5 users not shown)
Line 19: Line 19:
 
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.
+
<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.
+
<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.
+
<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 it's target. All mobile units have movestate.
 
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.
  
<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_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.
+
<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 ===
Line 42: Line 42:
  
 
=== Overkill Prevention ===
 
=== Overkill Prevention ===
 +
Some units have ''overkill prevention'' (OKP), such that if only one unit needs to fire to kill the target, other units will try to find a different target instead. This reduces wasted shots, useful for long-reload units such as [[Scalpel]]s.
 +
 +
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_on.png" height="24" width="24"/> '''Overkill Prevention On'''
 +
 +
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_off.png" height="24" width="24"/> '''Overkill Prevention Off'''
  
 
=== Retreat ===
 
=== Retreat ===
Line 47: Line 52:
 
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%.
+
<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%.
 +
 
 +
<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_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_off.png" height="24" width="24"/> '''No Retreat''' — Unit does not auto-retreat.
  
<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%.
+
=== Selection Rank ===
 +
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_0.png" height="24" width="24"/>
 +
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_1.png" height="24" width="24"/>
 +
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_2.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"/>
  
<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 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 ===
Line 69: Line 84:
 
''A resource bar at approximately 50% energy reserve and 25% metal reserve''
 
''A resource bar at approximately 50% energy reserve and 25% metal 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.
 +
 
 +
<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_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_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.
+
==== Misc Priority ====
 +
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_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_high_other.png" height="24" width="24"/> '''High Priority'''
  
=== Misc Priority ===
+
<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'''
 +
 
 +
<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'''
  
 
=== 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.
+
<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.
+
<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 ===
  
Toggles unit cloak. See [Cloak]
+
Toggles unit cloak. See [[Cloak]]
  
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png" height="24" width="24"/> '''Enable Cloak'''
 
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png" height="24" width="24"/> '''Enable Cloak'''
Line 93: Line 115:
 
=== Unit AI ===
 
=== Unit AI ===
  
Toggles smart AI for the unit. See [UnitAI]
+
Toggles smart AI for the unit. See [[Unit AI]]
  
<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_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.
+
<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, Annihilator and Dooms Day Machine.  
+
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]].  
  
 
<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'''
Line 110: Line 132:
 
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.
+
<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.
+
<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 ===
Line 118: Line 140:
 
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.
+
<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.
+
<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.
+
<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 ===
Line 128: Line 150:
 
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 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).
+
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'''
Line 141: Line 163:
 
=== 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.
+
[[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'''
Line 147: Line 169:
 
<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 when lowered
+
<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.
  
<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.
+
<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]
+
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.
+
<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.
+
<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.
+
<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.
+
<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.
+
[[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.
+
<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.
+
<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'''
  
 
{{Navbox manual}}
 
{{Navbox manual}}

Revision as of 23:47, 6 May 2020

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.

Factory commands.png

The right side of the menu displays the settings of the selected units. This display is used to edit the settings. Clicking on a state toggles it. Most states with more than two settings can be toggled backwards with right click.

There is a subtlety in the use of this display: When multiple units in the selection have the same settings different states the display only shows one of the states. A displayed state does not guarantee all units in the selection have that state. Clicking on a state guarantees that every selected unit has the setting displayed after clicking.

Factory States

Factories have many states that usually make no sense for an unarmed structure. Units produced by a factory inherit most of the factory's states if the units have no other default.

Default States

Units can be set to adopt a particular state upon creation from the menu (under Settings/Unit Behaviour/Default). For instance, an artillery unit could be set to Hold Position by default.

State List

Following is a list that explains each state and it's settings.

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.

Fire at Will — Fire at any/all enemies within range.

Return fire — Fire back at enemies that hurt the unit.

Hold Fire — Will not fire unless ordered to.

Move State

Movestate controls how freely a unit can move in pursuit of it's target. All mobile units have movestate.

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.

Maneuver — This behaves similarly to Roam, but with a shorter "leash".

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 causes a unit's order queue to loop. Upon completing an order the order is added to the end of the queue. This is particularly useful for factories because a production queue can be repeated.

Repeat On

Repeat Off

Overkill Prevention

Some units have overkill prevention (OKP), such that if only one unit needs to fire to kill the target, other units will try to find a different target instead. This reduces wasted shots, useful for long-reload units such as Scalpels.

Overkill Prevention On

Overkill Prevention Off

Retreat

Sets the retreat level. See Retreat.

Max Retreat — Unit retreats to the closest retreat position when health drops below 99%.

2/3 Retreat — Unit retreats to the closest retreat position when health drops below 65%.

1/3 Retreat — Unit retreats to the closest retreat position when health drops below 30%.

No Retreat — Unit does not auto-retreat.

Selection Rank

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

Priority lets you control resource spending more accurately and without resorting to putting more constructors on an important project.

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.

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.

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.

resourcebar_reserve.png

A resource bar at approximately 50% energy reserve and 25% metal reserve

High Priority — Constructors are always funded.

Normal Priority — This is the default. Constructors with this set have their priority overridden by the nanoframe they are constructing.

Low Priority — Constructors use any resources left over to construct.

Misc Priority

Misc. priority is used for the unit's personal, non-construction resource consumption, i.e. from abilities like commander upgrades or Trinity stockpiling.

High Priority

Normal Priority

Low Priority

Factory Assist

Auto-assist Factory — Constructor do not follow the factory rally point. Instead they assist the factory that created them.

Default Behaviour — Constructor will continue to rally point when exiting factory.

Cloak

Toggles unit cloak. See Cloak

Enable Cloak

Disable Cloak

Unit AI

Toggles smart AI for the unit. See Unit AI

Unit AI ON — Turn ON the game's default unit AI for this unit (skirm, skirmish, and/or Anti-Air AI).

Unit AI OFF — Turn OFF the game's default unit AI for this unit.

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.

On

Off

Idle State

Aircraft can be told to fly in a holding pattern or land when idle.

Free Flying — Unit continues flying when idle.

Land on Idle — Unit lands when idle.

Float State

Some amphibious units can float to the surface of the ocean to fire their weapons. They are immobile when floating

Always Float — Unit automatically floats when idle.

Float to Fire — Unit automatically floats if an enemy is in range and sinks otherwise. Units with long reload time sink between shots.

Always Sink — Unit does not float.

Trajectory

Certain long range artillery units can be toggled between high and low trajectory firing.

High Trajectory — Shoot with a high arcing shot. This is useful for shooting over terrain that blocks direct line of sight.

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

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).

Fire at Radar Dots

Don't Fire at Radar Dots

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.

Dive Bomb Shield or Mobile

Dive Bomb Mobile

Always Fly Low — This causes it to fly at a lowered altitude all the time. It is weak to ground units in this state.

Always Fly High — Will not use dive bomb. This can make it difficult to hit moving or shielded targets.

Area Cloak

Toggles an area cloaker. Area cloak is also disabled if the unit's On/Off state is set to Off. See Cloak

Activate Cloaking Field — Cloak all allied units within cloaking field radius.

Disengage Cloaking Field — Do not emit cloaking field.

Gunship Strafe

Most gunships can circle-strafe their target when attacking.

Strafe — Dodge ground projectiles by circling over the targeted enemy.

No Strafe — Deactivate strafing for gunships. Use this to keep out of range of static AA.

Kill Captured

Dominatrix can be set to automatically destroy units that it captures.

Auto-Self Destruct — Immediately self-destruct the captured units.

No Self Destruct — Maintain normal control over captured units, no self-destruct.

Drone Construction

Units capable of drone production can switch it on or off.

Production of drones is ongoing

Production of drones is stopped

Impulse Mode

Newton and Jugglenaut can be set to push or pull units with their gravity guns.

Push

Pull