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_articles/assets/models/importing-custom-models.md

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_articles/units/unit-keyvalues.md

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@@ -34,7 +34,7 @@ The definition of the default dota units can be found in [npc_units.txt](https:/
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### Base Classes
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There are a lot of classes for units, the [complete list can be found in here](https://moddota.com/forums/discussion/comment/746/#Comment_746), but as we don't have much control over their properties, only a few are really useful for custom units in general:
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There are a lot of classes for units, but as we don't have much control over their properties, only a few are really useful for custom units in general:
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* ***npc_dota_creature***
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* ***npc_dota_building***
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Linked to `"DOTA_UNIT_TARGET_BUILDING"`, this baseclass can prove useful in many situations.
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Linked to `"DOTA_UNIT_TARGET_BUILDING"`, this baseclass can prove useful in many situations.
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It has the following properties imposed to it, which we have **no control** over them:
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* No visual turning, even if internally the unit is actually changing its forward vector. Usually a good thing, the creature equivalent behavior for this is the stunned state.
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<br />
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Worth mentioning `npc_dota_tower` is a subclass of building, and is coded to trigger stuff like the announcers, team gold sharing and aggro AI. Use npc_dota_building with attack to make towers that aren't forced to use those mechanics.
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* ***npc_dota_thinker***
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For dummy units. More on this later
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### Model and Scale
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```
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```
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"Model" "models/heroes/dragon_knight/dragon_knight.vmdl"
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"ModelScale" "0.8"
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```
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![img](https://puu.sh/ho2pt/c687566db4.jpg)
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<br />
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<br />
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```
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"IsAncient" "1"
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```
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Associated Lua function: `IsAncient()`<br />`"DOTA_UNIT_TARGET_FLAG_NOT_ANCIENTS"` datadriven flag.
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Associated Lua function: `IsAncient()`<br />`"DOTA_UNIT_TARGET_FLAG_NOT_ANCIENTS"` datadriven flag.
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<br />
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```
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"IsNeutralUnitType" "1"
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```
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Associated Lua function: `IsNeutralUnitType()`
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<br />
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<br />
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```
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"CanBeDominated" "0"
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```
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## Selection properties
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```
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"SelectionGroup" "string"
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"SelectionGroup" "string"
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"SelectOnSpawn" "1"
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"IgnoreAddSummonedToSelection" "1"
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```
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## Sounds
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```
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```
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"SoundSet" "Hero_DragonKnight"
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"GameSoundsFile" "soundevents/game_sounds_heroes/game_sounds_dragon_knight.vsndevts"
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"IdleSoundLoop" "Hero_DragonKnight.Tutorial_Intro"
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`"AbilityLayout"` is used for the built-in Flash UI to change how many abilities it can display, and currently its limited to 4, 5 and 6 (anything else will malfunction)
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## Stats
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## Stats
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Because of :valve: - reasons , unit stats aren't hover-able, but they are there.
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### Physical and Magical protection
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```
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```
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"AttackCapabilities" "DOTA_UNIT_CAP_NO_ATTACK"
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```
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List of Attack Capabilities:
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* `DOTA_UNIT_CAP_NO_ATTACK`
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"ProjectileSpeed" "900"
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```
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Find hero/unit attack particles with the asset browser, filtering for the hero name + "attack vpcf"
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Find hero/unit attack particles with the asset browser, filtering for the hero name + "attack vpcf"
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If you have any "Melee to Ranged" mechanic, the unit definition should have a projectile speed, else it will default to 0, effectively making them never reach its target.
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| Name | Dota Equivalent
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|---|---|
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| Normal | DOTA_COMBAT_CLASS_ATTACK_BASIC
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| Pierce | DOTA_COMBAT_CLASS_ATTACK_PIERCE
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| Normal | DOTA_COMBAT_CLASS_ATTACK_BASIC
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| Pierce | DOTA_COMBAT_CLASS_ATTACK_PIERCE
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| Siege | DOTA_COMBAT_CLASS_ATTACK_SIEGE
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| Chaos | DOTA_COMBAT_CLASS_ATTACK_LIGHT
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| Hero | DOTA_COMBAT_CLASS_ATTACK_HERO
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"RoamDistance" "2000.0"
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}
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}
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"OffensiveAbilities"
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{
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"Ability1"
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"Ability1"
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{
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"Name" "broodmother_spawn_spiderlings"
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}
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}
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}
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}
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```
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```

sidebars.json

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"type": "category",
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"label": "Models",
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"items": [
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"assets/models/importing-custom-models",
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"assets/models/mdl-to-vmdl-conversion",
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"assets/models/adding-hitbox-to-models-without-a-bone",
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"assets/models/importing-models-and-using-material-editor",

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