Gamedev:UnitDefs
Location
UnitDef files are .lua files stored in the Units/ directory of a Spring Game.
Purpose
UnitDef files have one purpose; to define the properties of units. They are the main description file for what attributes your unit should have and how it should behave.
Source
The engine source code which loads the tags from these files is viewable here:
https://github.com/spring/spring/blob/master/rts/Sim/Units/UnitDef.cpp
Data Types
Tags may be one of the following data types:
int- An integer numberfloat- A number with decimals.bool- A value which can betrueorfalse.string- Text, or more precisely a string of alphanumeric characters.float[3]- A vector, with threefloatcomponents, representing x, y and z axes (y is 'up').
Details
There follows a comprehensive (certain deprecated tags are not present) list of the tags available, their data type, default value and a brief description of what they do. Bear in mind that the source code linked above is the ultimate reference when dealing with these tags.
In lua tables keys (i.e. the tags) should be lower case, here they are represented in camelCase for readability. In your files you may use the lowerkeys function on your final table to ensure the keys are properly cased.
General
name- type:string- default:""
- This is simply the name of the unit as it appears to the player.
description- type:string- default:name
- This is the tooltip description of the unit seen by the player. It defaults to the
nameof the unit.
buildPic- type:string- default:""
- The filename of of the image to be used as the build picture.
maxDamage- type:float- default:0.0
- The base 'hitpoints' the unit will have.
autoHeal- type:float- default:0.0
- How much health the unit will regain every second.
idleAutoHeal- type:float- default:10.0
- How much health the unit will regain every second whilst it is idle.
idleTime- type:int- default:600
- The time in gameframes taken until a unit is considered to be idle.
buildCostMetal- type:float- default:0.0
- The amount of metal resource the unit costs to build. Defaults to
0.0but cannot actually be below1.0.
buildCostEnergy- type:float- default:0.0
- The amount of energy resource the unit costs to build.
buildTime- type:float- default:0.0
- The time taken to build the unit, in conjunction with the
workerTimeof the constructor. Effectively, Time to build = unitbuildTime/ constructorworkerTime. Defaults to0.0but cannot actually be below1.0.
mass- type:float- default:buildCostMetal
- The mass of the unit, used in weapon impulse calculations. Any value <=
0.0will default to thebuildCostMetal.
reclaimable- type:bool- default:true
- Can the unit be reclaimed by a builder?
capturable- type:bool- default:true
- Can a unit be stolen by a builder using the capture command?
repairable- type:bool- default:true
- Can the unit be repaired by a builder?
maxRepairSpeed- type:float- default:1e20
- The maximum cumulative speed at which this unit can be repaired.
Resources
metalStorage- type:float- default:0.0
- The amount of the metal resource storage the unit contributes.
energyStorage- type:float- default:0.0
- The amount of the energy resource storage the unit contributes.
extractsMetal- type:float- default:0.0
- The amount of the metal resource the unit extracts from the ground. The amount extracted depends on the metal map defined in the map itself. Works only for structures.
windGenerator- type:float- default:0.0
- The amount of the energy resource the unit generates which is dependant on the map wind. Works only for structures.
tidalGenerator- type:float- default:0.0
- The amount of the energy resource the unit generates which is dependant on the maps tidal power. Clearly, this only works on water structures.
metalUse- type:float- default:0.0
- The amount of the metal resource the unit consumes per game 'tick'.
energyUse- type:float- default:0.0
- The amount of the energy resource the unit consumes per game 'tick'.
metalMake- type:float- default:0.0
- The amount of the metal resource the unit generates unconditionally per game 'tick'.
energyMake- type:float- default:0.0
- The amount of the energy resource the unit generates unconditionally per game 'tick'.
makesMetal- type:float- default:0.0
- The amount of the energy resource the unit turns into the metal resource per game 'tick'.
Sensors
onoffable- type:bool- default:false
- Does the unit have an on/off button? Currently the activation status tied to this button also turns sensors (other than LOS) on and off.
sightDistance- type:float- default:0.0
- The radius of the units sight (LOS is circular in Spring)
airSightDistance- type:float- default:1.5 * sightDistance
- How far away the unit can see aircraft (and some FX).
Commands
canMove- type:bool- default:false
- Can the unit be issued Move orders?
canAttack- type:bool- default:true
- Can the unit be issued Attack orders?
canFight- type:bool- default:true
- Can the unit be issued Fight orders?
canPatrol- type:bool- default:true
- Can the unit be issued Patrol orders?
canGuard- type:bool- default:true
- Can the unit be issued Guard orders?
canRepeat- type:bool- default:true
- Can the unit be issued Guard orders?
canSelfDestruct- type:bool- default:true
- Can the unit be issued a self destruct order?
canRestore- type:bool- default:builder
- Can the unit be issued restore terrain commands? For builders only.
canRepair- type:bool- default:builder
- Can the unit be issued repair commands? For builders only.
canReclaim- type:bool- default:builder
- Can the unit be issued reclaim commands? For builders only.
moveState- type:int- default:-1for mobile units,1for structures
- The initial movement state for the unit. Can be
-1- Inherits from factory,0- Hold Position,1- Manoeuvre or2- Roam.
fireState- type:int- default:-1for units withoutnoAutoFire,2otherwise
- The initial firing state for the unit. Can be
-1- Inherits from factory,0- Hold Fire,1- Return Fire or2- Fire At Will.
noAutoFire- type:bool- default:false
- Controls whether or not the unit has a fire state button.
Builder
builder- type:bool- default:false
- Is the unit a builder?
buildDistance- type:float- default:128.0
- How far away from itself the unit can build, measured to the centre of the unit being built. The minimum value is
38.0.
buildRange3D- type:bool- default:false
- Does the builders
buildDistanceapply in all 3 dimensions or only 2?
workerTime- type:float- default:0.0
- How fast the builder builds, used in conjunction with the
buildTimeof the unit being built. Effectively, Time to build = unitbuildTime/ constructorworkerTime. If this value is <=0.0thenbuilderis set to false.
repairSpeed- type:float- default:workerTime
- How fast the builder can repair other units.
reclaimSpeed- type:float- default:workerTime
- How fast the builder can reclaim other units and features.
resurrectSpeed- type:float- default:workerTime
- How fast the builder can resurrect corpse features back into living units.
captureSpeed- type:float- default:workerTime
- How fast the builder can capture other units.
terraformSpeed- type:float- default:workerTime
- How fast the builder levels and restores terrain.
canAssist- type:bool- default:builder
- Can the builder assist other constructions?
canBeAssisted- type:bool- default:true
- Can the builder be assisted by other builders?
canSelfRepair- type:bool- default:false
- Can the builder repair itself?
fullHealthFactory- type:bool- default:false
- If
true, units are repaired before they are allowed to leave the factory i.e. units from this factory will be healed back to 100% health if they are damaged during construction.
Movement & Placement
upright- type:bool- default:false
- Does the unit follow the terrain or always remain upright? Generally used for walkers.
maxSlope- type:float- default:0.0
- The maximum slope a building can be placed on. Mobile unit's use the
maxSlopeset in theirmovementClass(see Units:MoveTypes). The value is in degrees and is clamped between0.0and89.0. This value is converted to a "maximum allowed height difference" (call it M), which involves a hard-coded constant. When a building gets placed, the height of each of its footprint squares is compared to a reference height (calculated for the build position). If the difference exceeds M for any square, that build position is rejected.
minWaterDepth- type:float- default:-10e6
- The minimum depth of water a building can be placed on. Mobile unit's use the
minWaterDepthset in theirmovementClass(see Units:MoveTypes).
maxWaterDepth- type:float- default:10e6
- The maximum depth of water a building can be placed on. Mobile unit's use the
maxWaterDepthset in theirmovementClass(see Units:MoveTypes).
waterline- type:float- default:0.0
- How low in the water does a ship sit? Higher values means the ship is lower in the water.
minCollisionSpeed- type:float- default:1.0
- The minimum net impact speed that will cause a unit to be damaged by collisions with another unit.
pushResistant- type:bool- default:false
- Can the unit be pushed around by other units? Turning it on doesn't remove all pushing but is a marked improvement.
- Can the unit be issued Guard orders?
maxVelocity- type:float- default:0.0
- The maximum speed attainable by the unit. Units are in map grids per second, where 1 map grid = 16 elmos. If the value is -ve, the absolute value is used.
maxReverseVelocity- type:float- default:0.0
- The maximum speed attainable by the unit in reverse. Units are in map grids per second, where 1 map grid = 16 elmos. If the value is -ve, the absolute value is used.
acceleration- type:float- default:0.5
- The acceleration of the unit, in map grids per second2, where 1 map grid = 16 elmos. If the value is -ve, the absolute value is used.
brakeRate- type:float- default:3.0 * acceleration
- The deceleration of the unit, in map grids per second2, where 1 map grid = 16 elmos. If the value is -ve, the absolute value is used. For units with
canFlythis is multiplied by0.1.
turnRate- type:float- default:0.0
- How fast the unit can turn. degrees per seconds = 0.16 *
turnRate
turnInPlace- type:bool- default:true
- Does the unit turn on the spot (like a person or tank) or must it be moving forwards to turn (like a car).
turnInPlaceSpeedLimit- type:float- default: A complex formula based onturnRateandmaxVelocity
- For units with
turnInPLace = false, this defines the minimum speed it will slow down to (the speed at which the turn is actually performed can be higher depending on the angular difference andturnRate).
Flanking
For a deeper explanation of these tags, see Units:FlankingBonus.
flankingBonusMode- type:int- default:flankingBonus.defaultModeset in Modrules.lua
- The mode of operation of Spring's inbuilt flanking system. Can be
0- No flanking bonus. Mode1builds up the ability to move over time, and swings to face attacks, but does not respect the way the unit is facing. Mode2also can swing, but moves with the unit as it turns. Mode3stays with the unit as it turns and otherwise doesn't move, the ideal mode to simulate something such as tank armour.
flankingBonusMax- type:float- default:1.9
- The maximum multiplier to the damage dealt, when a unit is hit from the opposite direction to
flankingBonusDir.
flankingBonusMin- type:float- default:0.9
- The minimum multiplier to the damage dealt, when a unit is hit from the opposite direction to
flankingBonusDir.
flankingBonusDir- type:float[3]- default:{0.0, 0.0, 1.0}
- This is the direction vector where the armour is facing; i.e. where the least damage is applied. The default is straight forwards.
flankingBonusMobilityAdd- type:float- default:0.01
- This defines the ability of
flankingBonusDirto move over time. Its value is added to the mobility every SlowUpdate. When the unit is attacked, the build up mobility value is multiplied by a vector facing the attack, which is added toflankingBonusDir.
Aircraft
canFly- type:bool- default:false
- Can the unit fly, i.e. is it an aircraft?
canSubmerge- type:bool- default:false
- Can the aircraft land underwater?
factoryHeadingTakeoff- type:bool- default:true
- Controls the take-off behaviour of aircraft with
hoverAttack.truemeans planes start matching their factory's heading right after taking off from the pad,falsemeans they maintain the heading of the pad until reachingcruiseAlt.
collide- type:bool- default:true
- Does the unit collide with other aircraft, or can it occupy the same space?
Transports
Categories
Decals
Collision Volumes
For a deeper explanation of these tags, see Unit Collision Volumes.
Weapons
Other
decoyFor- type:string- default:""
- The unitdef name (not human
name) which this unit is a decoy for. - Can the unit be issued Guard orders?
selfDestructCountdown- type:int- default:5
- The length in seconds taken between issuing self destruct order and the unit exploding.