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X2Condition_UnitProperty

Editor: X2AbilityConditionEditor_UnitProperty · extends X2AbilityConditionEditor_Base.

Own fields

Config field Type Requires Game field Description
ExcludeAlive bool SetExcludeAlive=true ExcludeAlive Reject living units.
ExcludeDead bool SetExcludeDead=true ExcludeDead Reject dead units.
ExcludeRobotic bool SetExcludeRobotic=true ExcludeRobotic Reject robotic units.
ExcludeOrganic bool SetExcludeOrganic=true ExcludeOrganic Reject organic units.
ExcludeCivilian bool SetExcludeCivilian=true ExcludeCivilian Reject units whose character template is civilian, whatever their team.
ExcludeNonCivilian bool SetExcludeNonCivilian=true ExcludeNonCivilian Reject units whose character template is not civilian, whatever their team.
ExcludeCosmetic bool SetExcludeCosmetic=true ExcludeCosmetic Reject cosmetic units, such as Gremlins.
ExcludeImpaired bool SetExcludeImpaired=true ExcludeImpaired Reject impaired units.
ExcludePanicked bool SetExcludePanicked=true ExcludePanicked Reject panicked units.
ExcludeInStasis bool SetExcludeInStasis=true ExcludeInStasis Reject units in stasis.
ExcludeTurret bool SetExcludeTurret=true ExcludeTurret Reject turrets.
ExcludePsionic bool SetExcludePsionic=true ExcludePsionic Reject psionic units.
ExcludeNonPsionic bool SetExcludeNonPsionic=true ExcludeNonPsionic Reject non-psionic units.
IsAdvent bool SetIsAdvent=true IsAdvent Require an ADVENT unit.
ExcludeAdvent bool SetExcludeAdvent=true ExcludeAdvent Reject ADVENT units.
ExcludeNoCover bool SetExcludeNoCover=true ExcludeNoCover Reject units that are not in cover.
ExcludeNoCoverToSource bool SetExcludeNoCoverToSource=true ExcludeNoCoverToSource Reject units with no cover between them and the source.
ExcludeFullHealth bool SetExcludeFullHealth=true ExcludeFullHealth Reject units at full HP, unless a persistent damage effect listed in MedikitHealEffectTypes is on them.
IsBleedingOut bool SetIsBleedingOut=true IsBleedingOut Require a unit that is bleeding out.
IsUnspotted bool SetIsUnspotted=true IsUnspotted Require a unit that has not been spotted.
CanBeCarried bool SetCanBeCarried=true CanBeCarried Require a unit that can be carried.
IsOutdoors bool SetIsOutdoors=true IsOutdoors Require a unit standing outdoors.
IsConcealed bool SetIsConcealed=true IsConcealed Require a concealed unit.
ExcludeConcealed bool SetExcludeConcealed=true ExcludeConcealed Reject concealed units. Only applies to the check without a source; visibility rules normally cover this.
IsSuperConcealed bool SetIsSuperConcealed=true IsSuperConcealed Require a unit in super concealment.
IsImpaired bool SetIsImpaired=true IsImpaired Require an impaired unit.
HasClearanceToMaxZ bool SetHasClearanceToMaxZ=true HasClearanceToMaxZ Require open space above the unit up to the map ceiling.
ExcludeAlien bool SetExcludeAlien=true ExcludeAlien Reject alien units.
ExcludeNonHumanoidAliens bool SetExcludeNonHumanoidAliens=true ExcludeNonHumanoidAliens Reject aliens that are not humanoid.
ExcludeStunned bool SetExcludeStunned=true ExcludeStunned Reject stunned units.
ExcludeDazed bool SetExcludeDazed=true ExcludeDazed Reject dazed units.
ExcludeUnableToAct bool SetExcludeUnableToAct=true ExcludeUnableToAct Reject units that are unable to act.
IsPlayerControlled bool SetIsPlayerControlled=true IsPlayerControlled Require a player-controlled unit.
ExcludeUnrevealedAI bool SetExcludeUnrevealedAI=true ExcludeUnrevealedAI Reject AI units that have not been revealed yet.
IncludeWeakAgainstTechLikeRobot bool SetIncludeWeakAgainstTechLikeRobot=true IncludeWeakAgainstTechLikeRobot Treat units flagged as weak against tech as robotic for the robotic checks.
ImpairedIgnoresStuns bool SetImpairedIgnoresStuns=true ImpairedIgnoresStuns Do not count stuns when deciding whether a unit is impaired.
IsScampering bool SetIsScampering=true IsScampering Require a unit that is currently scampering.
ExcludeDeadFromSpecialDeath bool SetExcludeDeadFromSpecialDeath=true ExcludeDeadFromSpecialDeath Reject units killed by a special death.
ExcludeLargeUnits bool SetExcludeLargeUnits=true ExcludeLargeUnits Reject units larger than one tile.
ImpairedIgnoresImpairingMomentarily bool SetImpairedIgnoresImpairingMomentarily=true ImpairedIgnoresImpairingMomentarily Do not count momentary impairment when deciding whether a unit is impaired.
ExcludeHostileToSource bool SetExcludeHostileToSource=true ExcludeHostileToSource Reject units hostile to the source.
ExcludeFriendlyToSource bool SetExcludeFriendlyToSource=true ExcludeFriendlyToSource Reject units friendly to the source.
TreatMindControlledSquadmateAsHostile bool SetTreatMindControlledSquadmateAsHostile=true TreatMindControlledSquadmateAsHostile Count a mind-controlled squadmate as hostile rather than friendly.
ExcludeSquadmates bool SetExcludeSquadmates=true ExcludeSquadmates Reject units on the same team as the source.
RequireSquadmates bool SetRequireSquadmates=true RequireSquadmates Require the unit to be on the same team as the source.
RequireWithinRange bool SetRequireWithinRange=true RequireWithinRange Require the unit to be within WithinRange of the source.
RequireWithinMinRange bool SetRequireWithinMinRange=true RequireWithinMinRange Require the unit to be within WithinMinRange of the source.
BeingCarriedBySource bool SetBeingCarriedBySource=true BeingCarriedBySource Require a unit currently carried by the source.
RequireUnitSelectedFromHQ bool SetRequireUnitSelectedFromHQ=true RequireUnitSelectedFromHQ Require a unit that was selected from Headquarters for the mission. XCOM only.
FailOnNonUnits bool SetFailOnNonUnits=true FailOnNonUnits Fail with AA_NotAUnit on non-unit targets instead of passing them through.
MinRank int SetMinRank=true MinRank Lowest soldier rank allowed.
MaxRank int SetMaxRank=true MaxRank Highest soldier rank allowed.
WithinRange float SetWithinRange=true WithinRange Maximum distance between source and target, in Unreal units. A tile is 96.
WithinMinRange float SetWithinMinRange=true WithinMinRange Distance for the minimum-range check, in Unreal units. A tile is 96.
ExcludeSoldierClasses array<name> ExcludeSoldierClassesMode (ENameArrayEditMode) ExcludeSoldierClasses Soldier classes that reject the unit. Non-soldiers always pass.
RequireSoldierClasses array<name> RequireSoldierClassesMode (ENameArrayEditMode) RequireSoldierClasses Soldier classes the unit must be one of, when non-empty. Non-soldiers always fail.