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Actor Events[]

Description[]

Actor Events are triggers which are embedded into an Actor. They listen to the surroundings and react on them. They are the "nerve-centre" of an actor. Actor events are strongly related to Actor Messages.

Hints[]

  • The most common use of actor events is to tell the model of the actor to play an animation such as:
    • Birth on unit Construction
    • Birth when Warping
    • Default Death on unit death
    • Burning Death on unit death
    • Acid Death on unit death
    • Attack when using a Weapon
    • Spell when using an Ability
  • Other common uses of actor events are to:
    • Swap models when upgrades have been researched
    • Swap textures or apply materials to make different units with actors that use the same model look visually distinct
    • Adjust the model scale and opacity of actors when behaviours are applied
    • Create attached Model actors
  • There are many actor events and many of them are not supported (undocumented) or applicable to all actors.

Events content[]

An event contains mostly 3 aspects:

  • The Event (Msg Type): This is trigger that generate the action. Take note that as long as the actor does not exist (has not lived the "Create" action), no other events from it shall take place, even if they match with something happening. For example, you cannot command an explosion animation to play it's death animation, if it wasn't created off something. at first place. An actor must be created first, even if logicaly, the modder wants to play it once and remove it right after. Some actors already have the incorporated role of "Creating" other actors. For example, the actor that governs a death animation is already managed by the Unit actor, so that death actor does not need an event that creates it.
  • The Term: See this as a "Condition" (or a specification in some cases). One can put many, and remember that some terms don't show up unless the event/action is valid. For example, only "Effects" events allow the term to offer the "At" term, which other events don't.
  • The Action: The action resulting of the event. This can either modify the actor itself, either remove it, create it, there are lot of possibilities. To generate an explosion, we use the Event to call when the explosion starts off, the action to "Create" it.

The colors and their meaning[]

Generic Events Example.png

Main color rule: Colors do not prevent the modder from doing whatever he wants with the actor. Just remember that the events are listed in a specific order. Changing the default ones (grey/blue, even if duplicating them elsewhere) will modify their color at the place where they stand, because of their newer modification that does not match with "default" settings anymore. They can still be reseted, however.

  • Grey: Core events that are automaticaly generated with the type of actor, at its file creation. Those events are important and should be always kept unmodified. The modder is free to modify/remove them, at the risk of ruining the actor's functionality. Of course, the more an actor is specialized in its purpose, the more of those events there are. For example, a CActor Model can do the very same job as a CActor Modelstyleoneshot does. Except, the CActor Modelstyleoneshot contains more core events that automaticaly generated with the logic that most modders uses it for playing animations just once (the CActor Model has no events/is empty) and thus avoids the modder from creating them events every time. In fact The CActor Model is parent to model animations actors.
  • Blue: Events that are parent related. This means that the actor is either the original one, either a copy of it, but has the original one as a reference. Double click the actor file to see what parent is refers to (a parent is only useful to refer, it doesn't actually matters). Those events are usually extras that were created by Blizzard, still important to their original content.
  • Green: Events that are modified or created by the modder. If they fill newer empty spaces, they will remain green. If they modify an existing grey/blue value, they will remain green until exiting the events field, and become red when reopening the field.
  • Red: Events that are modified by the modder. They represent the original default content that, either the core events, either the Blizzard/Parent event has been modified by the modder. This greatly obeys to the color rule, which stipulates that at this very line, this very event, the event doesn't match. They do not represent any conflict at all, they only warn the modder that an original content has been modified.

Modifying an Event[]

Events Modfication.png

When creating a new event, the first field on top is the action. Here's what we can modify of this very action:

  • Msg Type: The triggering event. In this very case, an upgrade will generate this event.
  • Source Name: The name specific of the Msg Type content. This varies according to the Msg Type selection. Sometimes, this field can be ignored, mostly for events that generations action in this every actor. In this very case, the upgrade's name has been selected. Putting none would mean that "any" upgrade will trigger this event.
  • Sub Name: The specifc triggering action. Each Msg Type offers a great variety of Sub names, some do not provide any at all... there's a lot of different cases. In this very case, the event offers either "Add" or "Remove".

A modder can copy/past an event, copying to whole kit.

Modifying a Term[]

Term modification.png

Each term has its different options. Just remember that leaving a number at 0, or unmodifying the value still works, but might leave a blank space on the event's term. This is considered as a value 0, or unmodified.

It happens occasionaly, that the editor is so laggy, that the modder will receive the error message: "The event could not be parsed". causing the Term not be unable to apply properly. This is just some performance lag that causes a faillure. Leave the event field, and try over again.

You might also live a certain lag when changing the event that doesn't correspond with the relative term.

A modder can copy/past a term through other terms, changing them to the same. Make sure to paste on the proper line.

Sometimes, you can see a "Label" or "Name" box. This is used to refer to any corresponding event within the events of the same actor.

Modifying an action[]

Action modification.png

This is an example of an "Animation Play" action. As you can see, the full kit is displayed and offers many set ups. The Target box on top is used when the modder wishes to aim at a certain actor within this actor, or a model, or a created actor. The way to go, is to put the ID name of the actor that is to be modified. The only problem with this method, is that the Target doesn't always show up on the list on the left and must selected in order to see it. For example, many unit actors use the "Destroy" action. If unselected, the modder cannot guess that this is oriented to specific actors within, and would think that this destroys the main actor. That being said, putting nothing in the target box with aim at nothing but the whole actor itself, which is usually the default way to use it.


Also, in this example we see that only "Play Forever" is checked, which causes the left list to display only this option. Same goes for numbers, being at 0, or at "Default", they will not show up unless they have been customized. For example, the modder uses an event that "Set Opcacity". This means that the opacity will be changed to 0. If the opacity had to become 1, then the event would display as "Set Opacity 1".

Sometimes, you can see a "Label" or "Name" box. This is used to identify this action to a certain code name, which can refered from further actions.

A modder can copy/past an action through other action, changing them to the same. Make sure to paste on the proper line.

The full theory over an example[]

Event Term Action Example.png

Let's vulgarize it :

  1. [Event] When the Upgrade named Story Mode Tech: (Marine) Combat Shield is Removed,
  2. [Term] On term: Cap 1 (cap means it will only occur the indicated number of times in the whole game for the owning player).
  3. [Action] Play the animation named: Cover, which commands to the model the animation named "Cover". Play this animation forever.

Example Usage[]

Birth & Death[]

Using the event Unit Birth, the event-source as the unit you want and the message Create you essentially connect the creation of an actor to a unit's birth. With the event Unit Death and the message Destroy you connect the destruction of an actor to the death of it's host (a unit).

Manipulating Animations[]

Cutscene Animation.png

Remember that the cutscene editor module will be your best friend for modifying animations. In this image on the left, the blue bar was right clicked, and offers access to the names of the animations. Usually an animation uses a name, but this mostly necessary for controlling them within the actor. For example, if the Marine uses the "Attack" (this is just the name) animation containing the "Cover" animation, we could wish to interrupt the "Attack" named animation to end the marine from animating its "Cover" animation. It is just wiser to use proper names to clearly identify what's to be aimed for.

The Messages Animation Bracket Start,Animation Bracket Stop, Animation Play and Animation Clear are the most common used here. Each Animation has to be declared under the Name field for future reference. Animation Properties is the actual animation-name you want to play on your actor based on the model used by the actor. Animation Play and Animation Clear only handle one animation, while Animation Bracket Start and Animation Bracket Stop are handling 3 animations, one Opening animation (that plays once), one Content animation that gets looped until the Animation Bracket Stop message executes the Closing animation once, bringing the animation-bracket to an end.


Flying units and bankers[]

Banking is a flight term that refers to the tilt of the airplane when it is turning. Of course, flying units in StarCraft II does not have any aerodynamic features, so they need to be simulated using "bankers".

Events / Actions[]

Events are the conditions that result in Actions being performed. Many are triggered when Actions of the same name are applied to the actor. Actors possess all types of Events/Actions, but not all of them can be used by them actor. For example, a "Unit" actor can use an action named: Action Physics, but this is useless, unless used an "Action" type of actor.

Opacity.png

Since the list of action/events is huge and contains some even names, we will explore them in both functions (Event/Action). Terms will be explained after.

  • Event/Action names that do not exist in either version will not be displayed.
  • For this page, we will use the word "Implicit" for Events that are self-explanatory. For example, an Event called "Set Opacity" is clearly an event that triggers when a "Set Opacity" action is launched within the actor.


Ability[]

As an Event: Triggered when an ability is used at a certain stage. Can either make the ability the host of this actor (if the actor is created by this event) or if this actor already has a host (e.g. a unit or other actor) the Ability event can be used for the actor to do something as a reaction (e.g. play an animation).

  • Is rather more generic, can set up most abilities, and at a certain point fix some bugs. Example: Ability Morph Event sometimes fail at tracing an ability morph (this is a known bug) for applying an animation group on a unit. Using this event instead worked,
  • On the same pace, a successful test has proven useful for debugging Morph Abilities. Since "Ability Morph" MSG type is bugged, using this MSG type instead works with Sub Name start, but not with stop. The "stop" doesn't trigger anything, neither does it have a "Cancel" Sub name. Instead, use "Reset". This Sub name works when the morph abilities ends.

Ability Charge[]

As an Event: Triggered when ability [cost] charge is regenerating or ready. For exemple, if a charge goes on cooldown after use, it is considered "Spent". If an ability's charge becomes ready, it is considered "Regen".

To be able to use it, one must activate the Shared flags named: Register Charge Event on the related ability. Otherwise, this event will do nothing.

Ability Cooldown[]

As an Event: Triggered when ability [cost] cooldown is regenerating or ready. For exemple, if a cooldown goes on cooldown after use, it is considered "Spent". If an ability's charge becomes ready, it is considered "Regen".

To be able to use it, one must activate the Shared flags named: Register Cooldown Event on the related ability. Otherwise, this event will do nothing.

Ability Morph[]

As an Event: Triggered when a morph ability is used. Can be used with the terms: Morph from and Morph to which are useful when the unit is to keep the same outcome when morphing from multiple units. The morph ability can still be specified individualy if desired, but it is not obligatory.

  • Has a bug: sometimes cannot aknowledge its own morph ability to change a group animation on a unit.

Ability Rally[]

As an Event:

Ability Train[]

As an Event: Triggered when a train ability is used, with more precise Sub Name selections.

Action Damage[]

As an Event: Implicit.

As an Action:

Action Damage Physics[]

As an Event: Implicit.

As an Action:

Action Impact[]

As an Event: Implicit.

As an Action:

Action Impact Physics[]

As an Event: Implicit.

As an Action:

Action Target Teleport[]

As an Event:

Activate Think Message[]

As an Event: Implicit.

As an Action:

Activate Update Message[]

As an Event: Implicit.

As an Action:

Actor Copy[]

As an Event:

Actor Creation[]

As an Event: Triggered when the actor has been created. Use this if you want to setup animations (e.g. Birth-Stand-Death Animation brackets), sounds or anything else that has to be present at and beyond the actor's creation point.

Actor Destruction[]

As an Event: Triggered when the actor is being destroyed (via the Destroy message). Used in cases you want to manipulate (Create, destroy, tint etc.) other actors at the Ending-Point of an actor.

Actor Orphan[]

As an Event: Triggered when an actor lost the connection to its host (e.g. its unit, if the unit dies and there is no Destroy message at the actor catching this case). Used as "failsafes" when actors are created by effects and abilities as their hosts, to have the actor destroyed when the host has finished at last.

Actor Site Operation Dump[]

As an Event: Implicit.

As an Action:

Actor Think[]

As an Event:

Actor Update[]

As an Event:

Add[]

As an Event: Implicit.

As an Action: Adds a Host Site Operation. The proper use is to use the Host name: System and select "Host". This can conflict if other Site Ops are already implented.

Add Blob[]

As an Event: Implicit.

As an Action

Add Pitch[]

As an Event: Implicit.

As an Action:

Add Roll[]

As an Event: Implicit.

As an Action:

Add Yaw[]

As an Event: Implicit.

As an Action:

Age Reached[]

As an Event:

AI UI Update:[]

As an Event:

Alias Add[]

As an Event: Implicit.

As an Action:

Alias Dump[]

As an Event: Implicit.

As an Action:

Alias Remove[]

As an Event: Implicit.

As an Action:

Anim Continue[]

As an Event: Implicit.

As an Action:

Anim Group Apply From[]

As an Event: Implicit.

As an Action:

Anim Set Time Scale From[]

As an Event: Implicit.

As an Action:

Anim Set Time Scale Global From[]

As an Event: Implicit.

As an Action:

Animation Baseline Start[]

As an Event: Implicit.

As an Action:

Animation Baseline Stop[]

As an Event: Implicit.

As an Action:

Animation Bracket Clear[]

As an Event: Implicit.

As an Action:

Animation Bracket Resume[]

As an Event: Implicit.

As an Action:

Animation Bracket Start[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation bracket start is verified or use a name

As an Action:

Animation Bracket State[]

As an Event: Triggered when an Animation Braket is acting on this actor, based on which part of the Animation Braket the actor is at.

Animation Bracket Stop[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Clear[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Clear Except[]

As an Event: Implicit.

As an Action:

Animation Copy[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Done[]

As an Event: Triggered when an animation finishes. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

Animation Dump Data[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Global Loop Clear[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Global Loop Start[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Global Loop Stop[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Group Apply[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Group Remove[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Group Remove All[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Play[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Set Completion[]

As an Event: Implicit.

As an Action: Manually force the animation to start from this % point of its animation. The name specifies the whole animation Name, not the propriety.

For example: If the animation lasts 3 seconds, setting the completion with a value of 50 (50%) will have the concerned animation play exactly what it looks like when 1.5 seconds have passed.

  • Another way to put it, it's like fast forwarding an animation, over an instant (like offsetting it).
  • This can be useful if the modder wishes to use an animation, but not all of it, just a portion. Of course, this skips only the beginning, not its ending.

Animation Set Duration[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Set Locked[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Set Paused[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Set Paused All[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Set Time[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Set Time Scale[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Set Time Scale (Absolute)[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Animation Set User Weight[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Apply Animation Blend Time[]

As an Event: Implicit. It is suggested to use the Term: AnimName (Animation Name) to specify WHICH animation is verified.

As an Action:

Arrived[]

As an Event:

Aspect Confirm[]

As an Event: Implicit.

As an Action:

Aspect Test[]

As an Event:

Asset Pre Initialization[]

As an Event:

Attach[]

As an Event: Implicit.

As an Action:

Attach Dump[]

As an Event: Implicit.

As an Action:

Attach Model[]

As an Event: Implicit.

As an Action:

Attach Model Offset[]

As an Event: Implicit.

As an Action:

Attach Offset[]

As an Event: Implicit.

As an Action:

Attach Set Bearings[]

As an Event: Implicit.

As an Action:

Attachment Set Bearings[]

As an Event: Implicit.

As an Action:

Attachment Set Position[]

As an Event: Implicit.

As an Action:

Attachment Set Position From[]

As an Event: Implicit.

As an Action:

Attachment Set Rotation[]

As an Event: Implicit.

As an Action:

Attachment Set Rotation From[]

As an Event: Implicit.

As an Action:

Behavior[]

As an Event: Triggered when a behavior is used. The most common use would be for Buffs, mostly with the Behavior On/Off Sub Name.

Behavior Level[]

As an Event: Triggers when a unit's veterancy behavior enters a certain level. Use the Level term to indicates which level specific

Behavior Stack Item[]

As an Event:

Billboard Set Towards Camera Distance[]

As an Event: Implicit.

As an Action:

Build Coach Hover[]

As an Event:

Button Hover[]

As an Event:

Camera Proximity Update[]

As an Event:

Camera Set Active[]

As an Event: Implicit.

As an Action:

Camera Set Eye Position[]

As an Event: Implicit.

As an Action:

Camera Set Link[]

As an Event: Implicit.

As an Action:

Camera Set Parameter[]

As an Event: Implicit.

As an Action:

Camera Shake Start[]

As an Event: Implicit.

As an Action:

Camera Shake Stop[]

As an Event: Implicit.

As an Action:

Cancel Active Animation Blends[]

As an Event: Implicit.

As an Action:

Clear Combat Reveal Timers[]

As an Event: Implicit.

As an Action:

Clear Filter[]

As an Event: Implicit.

As an Action:

Clear Filter Players[]

As an Event: Implicit.

As an Action:

Clear Global Animation Time Scale[]

As an Event: Implicit.

As an Action: Removes any Animation Time Scale, launched by the Set Time Scale Global action.

Clear Local Tint Color[]

As an Event: Implicit.

As an Action:

Clear Opacity[]

As an Event: Implicit.

As an Action:

Clear Scale[]

As an Event: Implicit.

As an Action:

Clear Team Color[]

As an Event: Implicit.

As an Action:

Clear Tint Color[]

As an Event: Implicit.

As an Action:

Combat Reveal Complete[]

As an Event: Implicit.

As an Action:

Command UI[]

As an Event:

Confirmation[]

As an Event:

Create[]

As an Event: Implicit.

As an Action:

Create Copy[]

As an Event: Implicit.

As an Action:

Creep[]

As an Event: Implicit.

As an Action:

Creep Engulfment Start[]

As an Event: Implicit.

As an Action:

Creep Engulfment Start Transition[]

As an Event: Implicit.

As an Action:

Creep Engulfment Stop[]

As an Event: Implicit.

As an Action:

Creep Engulfment Stop Transition[]

As an Event: Implicit.

As an Action:

Cursor Update[]

As an Event:

Curve Add[]

As an Event: Implicit.

As an Action:

Curve Add Label[]

As an Event: Implicit.

As an Action:

Curve Add Point[]

As an Event: Implicit.

As an Action:

Curve Done[]

As an Event:

Curve Start[]

As an Event: Implicit.

As an Action:

Curve Stop[]

As an Event: Implicit.

As an Action:

Curve Stop Looping[]

As an Event: Implicit.

As an Action:

Custom Portrait[]

As an Event: Implicit.

As an Action: Seems to change the portrait on the event, at the moment where the it is acting. But this does not look to be permanent, as unselecting the unit brings back the old portrait. Altho, it can be solved by using events such as "Unit Portrait" or "Selection Local Update".

Cutscene[]

As an Event:

Cutscene Add Filter[]

As an Event: Implicit.

As an Action:

Cutscene Bookmark[]

As an Event:

Cutscene Clear Filters[]

As an Event: Implicit.

As an Action:

Cutscene Go To Bookmark[]

As an Event: Implicit.

As an Action:

Cutscene Pause[]

As an Event: Implicit.

As an Action:

Cutscene Play[]

As an Event: Implicit.

As an Action:

Cutscene Remove Filter[]

As an Event: Implicit.

As an Action:

Cutscene Set[]

As an Event: Implicit.

As an Action:

Cutscene Set Filters[]

As an Event: Implicit.

As an Action:

Cutscene Set Time[]

As an Event: Implicit.

As an Action:

Cutscene Step Bookmark[]

As an Event: Implicit.

As an Action:

Cutscene Stop[]

As an Event: Implicit.

As an Action:

Death Custom[]

As an Event: Implicit. A sub name box is included to imput the Custom's death name.

As an Action: Select a death among the custom deaths set on the actor. The name must match and must be availlable (can be customized) in the Custom Death Priority list of System_ActorConfig Actor. It is suggested to use "Variation01" or "02" names to avoid spamming more types. Those names are rarely used by Blizzard and work just as fine.

Death Custom Set Synchronous Pass Chance[]

As an Event: Implicit.

As an Action:

Death Customs Dump[]

As an Event: Implicit.

As an Action:

Death Customs Enable Physics[]

As an Event: Implicit.

As an Action:

Death Model Initialize Done[]

As an Event:

Destroy[]

As an Event: (Unsure) The Implicit event version of "Destroy" is "Actor Destruction ? This one has to be verified.

As an Action: Destroy the current actor, and all of its sub-created actors. Be aware that for having a neat animation that wears off gradually, it is sometimes best to call an animation bracket stop "BSD" (usual name for Model Animations) instead of destroying them. Destruction however gives instant results, except for sounds/loop sounds, which are faded out.

Destroy Particles[]

As an Event: Implicit.

As an Action:

Destroy Ribbons[]

As an Event: Implicit.

As an Action:

Doodad Preserve[]

As an Event: Implicit.

As an Action:

e_actorMSGUnitCloak[]

See "Unit Cloak". This field wasn't fully implented by blizzard which left its named incomplete.<

Still use this field for Unit Cloak events.

Editor Map Initialize[]

As an Event:

Effect[]

As an Event: Triggered when an effect is used. Sometimes practical to use more than Ability Event when many abilities use the same effects.

Enable Render To Texture[]

As an Event:

As an Action:

Execute[]

As an Event:

As an Action:

External Finder Add[]

As an Event:

As an Action:

External Finder Remove[]

As an Event:

As an Action:

Filter Update[]

As an Event:

As an Action:

Flyer Helper Change[]

As an Event:

Force Set Angle[]

As an Event:

As an Action:

Force Set Height[]

As an Event:

As an Action:

Force Set Length[]

As an Event:

As an Action:

Force Set Magnitude[]

As an Event:

As an Action:

Force Set Radius[]

As an Event:

As an Action:

Force Set Width[]

As an Event:

As an Action:

Forward[]

As an Event:

As an Action:

Game Initialize[]

As an Event:

Glow Start[]

As an Event:

As an Action:

Glow Stop[]

As an Event:

As an Action:

Halo Clear Color[]

As an Event:

As an Action:

Halo Set Color[]

As an Event:

As an Action: Halo Set Color

Halo Set Color From Alliance Type[]

As an Event:

As an Action:

Halo Start[]

As an Event:

As an Action: Halo Start

Halo Stop[]

As an Event:

As an Action: Halo Stop

Herd Level[]

As an Event:

Herd Speed[]

As an Event:

Hide Worker Count[]

As an Event:

As an Action:

Hook Clear[]

As an Event:

As an Action:

Hook Dump[]

As an Event:

As an Action:

Hook Set[]

As an Event:

As an Action:

Host Set Offset[]

As an Event:

As an Action:

Host Site Operations Set[]

As an Event:

As an Action:

Hosted Properties Dump All[]

As an Event:

As an Action:

Hosted Property Dump[]

As an Event:

As an Action:

Init Modifier[]

As an Event:

Item[]

As an Event:

Light Set Ambient Occlusion[]

As an Event:

As an Action:

Light Set Attenuation Start[]

As an Event:

As an Action:

Light Set Color Multiplier[]

As an Event:

As an Action:

Light Set Falloff[]

As an Event:

As an Action:

Light Set Hotspot[]

As an Event:

As an Action:

Light Set Opaque[]

As an Event:

As an Action:

Light Set Range[]

As an Event:

As an Action:

Light Set Shadow Casting[]

As an Event:

As an Action:

Light Set Specular[]

As an Event:

As an Action:

Light Set Specular Color[]

As an Event:

As an Action:

Light Set Transparent[]

As an Event:

As an Action:

List Add[]

As an Event:

As an Action:

List Remove[]

As an Event:

As an Action:

Look At Aquire Target[]

As an Event:

As an Action:

Look At Disengage[]

As an Event:

As an Action:

Look At Dump Turret Groups[]

As an Event:

As an Action:

Look At Engage[]

As an Event:

As an Action:

Look At Set Type[]

As an Event:

As an Action:

Look At Start[]

As an Event:

As an Action:

Look At Stop[]

As an Event:

As an Action:

Maximize Priority[]

As an Event:

As an Action:

Minimap Icon[]

As an Event:

As an Action:

Minimap Icon Background[]

As an Event:

As an Action:

Minimap Icon Background Scale[]

As an Event:

As an Action:

Minimap Icon Background Tint Color[]

As an Event:

As an Action:

Minimap Icon Scale[]

As an Event:

As an Action:

Minimap Icon Tint Color[]

As an Event:

As an Action:

Minimap Tooltip[]

As an Event:

As an Action:

Missile Tentacle Retracted[]

As an Event:

Model Allow Hit Test[]

As an Event:

As an Action: If the actor is attached to a unit (most likely model addition), this swaps the possibility or not that clicking on the model can select its related unit.

  • This can be changed manually on the Model flag of the actor, but using this events leads to the same outcome.
  • Sometimes we want a model to inherit from a model. At same time, we want the model to remain at its location (Hold Position Flag from Host Sit Ops), and these 2 circumstances cause a problem with the model blocking units from clicking on the ground or even from selecting a unit from this model that is away.
  • One good example is the Kerrigan Zerg Drop Pods. It is created from a model addition to have it spawn pods in random directions, on the unit. Once it's crashed and decaying, clicking on the decaying pod keeps redirecting the click on the unit the model is attached to, and not the point location. Allow hit test should be disable to fix that.

Model Animate Invisible[]

As an Event:

As an Action:

Model Aspect Applied[]

As an Event:

Model Aspect Start[]

As an Event:

Model Aspect Stop[]

As an Event:

Model Event[]

As an Event:

Model Event Suppress[]

As an Event:

As an Action:

Model Flags Clear[]

As an Event:

As an Action:

Model Flags Set[]

As an Event:

As an Action:

Model Link Customize[]

As an Event:

As an Action:

Model Link Customize Special[]

As an Event:

As an Action:

Model Material Apply[]

As an Event:

As an Action:

Model Material Apply To[]

As an Event:

As an Action:

Model Material Dump[]

As an Event:

As an Action:

Model Material Remove[]

As an Event:

As an Action:

Model Material Remove(2)[]

Probably a duplicate, a mistake from Blizzard.

Model Sudden Motion Start[]

As an Event:

As an Action:

Model Sudden Motion Stop[]

As an Event:

As an Action:

Model Swap[]

As an Event: Triggered when a Model Swap event was used. One can use "ModelName" term to specify which model swap in particular.

As an Action: Change the model used by the actor.

Model Swap Stack Pop[]

As an Event:

As an Action:

Model Swap Stack Push[]

As an Event:

As an Action:

Model Swapped[]

As an Event:

Motion Phase Start[]

As an Event:

Motion Phase Stop[]

As an Event:

Move[]

As an Event:

As an Action:

Movement Tracking Start[]

As an Event:

As an Action:

Movement Tracking Stop[]

As an Event:

As an Action:

Mover Stopped[]

As an Event:

Options Changed[]

As an Event:

Override Apply To[]

As an Event:

As an Action:

Physics Body Bump[]

As an Event:

As an Action:

Physics Cloth Collision Volume Set Link[]

As an Event:

As an Action:

Physics Impact[]

As an Event:

Physics Impact Customize[]

As an Event:

As an Action:

Physics Impact Terrain Reject[]

As an Event:

As an Action:

Physics Impact Terrain Validate[]

As an Event:

Physics Impacts Enable[]

As an Event:

As an Action:

Physics Initialize[]

As an Event:

As an Action:

Physics Match Keys Ordered Dump[]

As an Event:

As an Action:

Physics Match Keys Ordered Set[]

As an Event:

As an Action:

Physics Material Override[]

As an Event:

As an Action:

Physics Material Restore[]

As an Event:

As an Action:

Physics Terminate[]

As an Event:

As an Action:

Play Sequence[]

As an Event:

As an Action:

Play Unit Sound[]

As an Event:

As an Action:

Portrait Animation Set Time[]

As an Event:

As an Action:

Portrait Think[]

As an Event:

Portrait Update[]

As an Event:

Pre Selection Update[]

As an Event: Launches when the cursor hovers above a unit. It does not require the unit to be selected.

Pre Targeting Update[]

As an Event: Launches when the cursor hovers above a unit from an from an ability targetting. It does not require the unit to be selected.

As an Action: Implicit.

Prepare[]

As an Event: Implicit

As an Action:

Print[]

As an Event:

As an Action:

Progress Level[]

As an Event: Launches when the specified Progress Actor reaches a stage level.

Query Persistent[]

As an Event:

As an Action:

Query Radius[]

As an Event:

As an Action:

Query Region[]

As an Event:

As an Action:

Range Update[]

As an Event:

As an Action:

Reference Clear[]

As an Event:

As an Action:

Reference Create[]

As an Event:

As an Action:

Reference Destroy[]

As an Event:

As an Action:

Reference Dump[]

As an Event:

As an Action:

Reference Notify[]

As an Event:

As an Action:

Reference Set[]

As an Event: Implicit.

As an Action: Reference Set

Reference Set From Msg[]

As an Event: Implicit.

As an Action: Assignates a "superficial reference to the given location within the actor, so that it can be used for further sending actions at. Contains Reference Name (the artificially made Reference value that will be given) and the Reference Msg (the location at which the Reference Name will be assignated).

  • One good example is the Tempest's weapon action actor. How do you change the explosion's model when the Tempest is from another faction? In this very case, the action actor has a proper customized "Generic Attack Impact Model" actor which is named "DarkTempestTestImpact". When that one actor is created, it sends a Signal to target ::Creator (in this case, the action actor that created it). When the ::Creator (action actor) receives the signal, these actions are used based on that "Signal Event:

First action: Reference Set From Msg:

  1. Reference Name is Reference/ ::actor.sender
  2. Reference Msg is System/ Sender

Second action:

On term: ValidateUnit NoDarkProtoss (this check if the owning player has a certain upgrade)

  1. Signal "DarkProtossSwap" to the target box having the string: ::actor.sender
  • What did happen here? The action actor created the Impact Model Actor, which sent back to the creator a signal, which triggered the action actor to assign to the Sender of the "Signal" the reference named ::actor.sender (this is nothing more then a string name). Then, checking on an upgrade (the term), the action actor sends back to the Impact Model the signal or not that will have it trigger a model swap action.
  • Why use this? Because there is no proper way to have events send an action to an Impact Model actor, the events field does not contain this form of action. Consider all these sequences of events as a work around to do so, to create our own reference. Also, the impact model cannot use a term based on the player's requirement to swap the model of the impact, only the action actor could.

Reference Set From Request[]

As an Event:

As an Action:

Reference Set Refresh Name[]

As an Event:

As an Action:

Reference Table Dump[]

As an Event:

As an Action:

Region Subject[]

As an Event:

Remove[]

As an Event:

As an Action:

Remove All[]

As an Event:

As an Action:

Remove Animation Blend Time[]

As an Event:

As an Action:

Run Macro[]

As an Event:

As an Action: Executes every action defined in the 'Actions' field of a 'Macro' (EventMacroRunnable) type actor (not to be confused with an 'Event Macro' actor).

Scene Halo Set Color[]

As an Event:

As an Action:

Scene Halo Set Emission[]

As an Event:

As an Action:

Scene Halo Set Mode[]

As an Event:

As an Action:

Scene Halo Set Rastermode[]

As an Event:

As an Action:

Scene Halo Set Width[]

As an Event:

As an Action:

Scene Particles Destroy[]

As an Event:

As an Action:

Scene Physics Impact Spy[]

As an Event:

As an Action:

Scene Physics init Failure Spy[]

As an Event:

As an Action:

Scene Power Show All[]

As an Event:

As an Action:

Scene Ribbons Destroy[]

As an Event:

As an Action:

Scene Skybox Set[]

As an Event:

As an Action:

Scene Strobe Set Cycle Length[]

As an Event:

As an Action:

Scene Strobe Set Falloff[]

As an Event:

As an Action:

Scene Strobe Set Height[]

As an Event:

As an Action:

Scene Texture Dump File Alises[]

As an Event:

As an Action:

Scene Texture Register File Aliases[]

As an Event:

As an Action:

Select By Match[]

As an Event:

As an Action:

Select By Slot[]

As an Event:

As an Action:

Selection Flash (Local)[]

As an Event:

Selection Flash (Sync)[]

As an Event:

Selection Subgroup Update (Local)[]

As an Event:

Selection Subgroup Update (Sync)[]

As an Event:

Selection Update (Local)[]

As an Event:

Selection Update (Sync)[]

As an Event:

Set[]

As an Event:

As an Action:

Set Acceleration[]

As an Event:

As an Action:

Set Angle[]

As an Event:

As an Action:

Set Bearings[]

As an Event:

As an Action:

Set Bearings (Height)[]

As an Event:

As an Action:

Set Bearings From[]

As an Event:

As an Action:

Set Camera Set To Bounds[]

As an Event:

As an Action:

Set Cast Shadows[]

As an Event:

As an Action: Removes the shadows of a model. This becomes handy for some models that have bugged shadows, such as "Hover Disc" model.

Set Deceleration[]

As an Event:

As an Action:

Set Destination From[]

As an Event:

As an Action:

Set Destination Height (Absolute)[]

As an Event:

As an Action:

Set Destination Height (Relative)[]

As an Event:

As an Action:

Set Destination Position[]

As an Event:

As an Action:

Set Facing[]

As an Event:

As an Action:

Set Filter[]

As an Event:

As an Action:

Set Filter Players[]

As an Event:

As an Action:

Set Group Icon[]

As an Event: Implicit.

As an Action: Changes the icon (wireframe type) of the unit when it is selected in a group.

Set Height[]

As an Event: Implicit.

As an Action: Changes the Height of the actor. Requires the actor to use no Host Site Operation action, in which case, this action will return null.

  • Can conflict with "Set Position", since that one has the Z position (same feature).

Set Hero Icon[]

As an Event: Implicit.

As an Action: Changes the current hero icon on the actor on the actor (mainly Unit actor types).

Set Material Visibility[]

As an Event:

As an Action:

Set Minimap Visibility[]

As an Event:

As an Action:

Set Minimap Visibility Always[]

As an Event:

As an Action:

Set Opacity[]

As an Event:

As an Action: Modify the transparency of the model, 1 being the maximum value, down to 0 the lowest.

Set Player Id[]

As an Event:

As an Action:

Set Player Id From[]

As an Event:

As an Action:

Set Position[]

As an Event: Implicit.

As an Action: Changes the X, Y, Z Position of the actor. Requires the actor to use no Host Site Operation, in which case, this action will return null.

  • Can conflict with "Set Height" action, since the Z position modifies the same position as Height.

Set Position (Height)[]

As an Event:

As an Action:

Set Position 2D[]

As an Event:

As an Action:

Set Position From[]

As an Event:

As an Action:

Set Position Height (Absolute)[]

As an Event:

As an Action:

Set Position Height (Relative)[]

As an Event:

As an Action:

Set Reference From Actor[]

As an Event:

As an Action:

Set Ring Radius[]

As an Event:

As an Action:

Set Rotation[]

As an Event: Implicit.

As an Action:

Set Rotation From[]

As an Event:

As an Action:

Set Rotation Yaw/Pitch/Roll[]

As an Event: Implicit.

As an Action: Changes the X,Y, Z rotation of the actor. Be advised that the rotation point starts from the shadow of the model, in which case, any models that are away from this point will rotate all the way around, causing it to offset from the creation point (for example, if you rotate a standing person by 90 degrees with a Z rotation "Roll", mostly the bottom of the feet will rotate on spot, as the head will touch the ground further from the rotation point).

Set Scale[]

As an Event:

As an Action:

Set Scale Absolute[]

As an Event:

As an Action:

Set Scale From Weapon Range[]

As an Event:

As an Action:

Set Sound Reverb Balance (Direct)[]

As an Event:

As an Action:

Set Sound Reverb Balance (Room)[]

As an Event:

As an Action:

Set Sound Suffix[]

As an Event:

As an Action:

Set Speed[]

As an Event: Implicit.

As an Action: Changes the Site Mover speed.

  • Can only modify Site (Mover) CActorSite actors.

Set Speed Maximum[]

As an Event: Implicit.

As an Action: Changes the Site Mover maximum speed.

  • Can only modify Site (Mover) CActorSite actors.

Set Status Bar On[]

As an Event: Implicit.

As an Action: Modifies which status bar is displayed by the actor. For example, we can use this hide/show the capacity of an Arm Magazine ability. This could be used on units on which an Arm Magazine ability only becomes availlable upon an upgrade, since the editor imputs the Status Bar on the unit even if the ability is disabled.

Set Team Color[]

As an Event:

As an Action: Set Team Color

Set Team Color Blend[]

As an Event:

As an Action:

Set Team Color From[]

As an Event:

As an Action:

Set Text[]

As an Event: Implicit.

As an Action: Used on CActorText actor. Allows to modify the text without a Text key, with raw method.

Set Text (Localized)[]

As an Event: Implicit.

As an Action: Used on CActorText actor. Allows to modify the text with a Text key.

Set Text Color[]

As an Event:

As an Action:

Set Text Size[]

As an Event:

As an Action:

Set Time Scale Global[]

As an Event: Triggers when a global time animation modifier action is launched.

As an Action: Modifies the time scale for all the animations of the actor.

Set Tint Color[]

As an Event: Implicit.

As an Action: Tint the model's color. This has limited use as it will try to merge color with the model's original color.

Set Tint Color (Local)[]

As an Event: Implicit.

As an Action: Tint the model's color. This has limited use as it will try to merge color with the model's original color. Local in this case means only the model's owning player will be able to see the tint change.

Set Tint Color Blend[]

As an Event: Implicit.

As an Action:

Set Transfer Override Animation[]

As an Event: Implicit.

As an Action:

Set Unit Icon[]

As an Event: Implicit.

As an Action: Changes the actor's unit icon.

Set Visibility[]

As an Event: Implicit.

As an Action: Renders the model invisible or not. This works nearly as the "No Draw" flag, however offers certains differences, such as the possibility to keep the unit selected.

Set Visible To[]

As an Event: Implicit.

As an Action:

Set Visible To Players[]

As an Event: Implicit.

As an Action:

Set Walk Animation Move Speed[]

As an Event: Implicit.

As an Action: Modifies the Walk animation speed, present on Unit actors. This concerns a field that is already modifyable on the actor, but offers to possibility to modify it with the events.

Set Wireframe[]

As an Event: Implicit.

As an Action: Changes the actor's wireframe, based on the aray position (always 0, except for some units like Dark Templar that have more than 1).

Set Wireframe Shield[]

As an Event: Implicit.

As an Action: Changes the actor's Wireframe shield, based on the aray position (usually, protoss have 3 models of wireframe shields).

Show Status Bar[]

As an Event:

As an Action:

Signal[]

As an Event: Triggers when a signal containing the same keyword is activated is sent to this actor.

As an Action: Send a signal (an artificial event trigger) to the actor itself or to the target mentionned in the target box. Useful when actors require to communicate between each others. Ex: The bunker shrike turret receives a signal of death from the bunker actor when it dies, triggering the Shrike turret to animate a death animation. Otherwise the actor would remain still as the bunker dies underneath.

Snapshot Creation[]

As an Event:

Sound Add Digital Effect[]

As an Event:

As an Action:

Sound Done[]

As an Event: Triggers when the sound has fully played. Core event for Sound Actors.

As an Action:

Sound Link Customize[]

As an Event:

As an Action:

Sound Set Muted[]

As an Event:

As an Action:

Sound Set Offset[]

As an Event:

As an Action:

Sound Set Paused[]

As an Event:

As an Action:

Sound Set Pitch[]

As an Event:

As an Action:

Sound Set Volume[]

As an Event:

As an Action:

Spray Swap By Player Index[]

As an Action:

Spray Swap[]

As an Action:

Spotlight Update[]

As an Event:

Squib Choice[]

As an Event:

State Change[]

As an Event: Used by State Monitor actors, triggers on each Think Interval periodic duration. To be more specific, we need to use terms such as State Valid and State Changed.

Status Decrement[]

As an Event: Implicit

As an Action: Removes a status Increment (superficial state) to the actor, that can be or was used for further settings.

Status Increment[]

As an Event: Implicit

As an Action: Sets a status (superficial state) to the actor, that can be or was used for further settings. Works exactly like Status Set, but offers less flexibility (actually simpler) and works more like an off and on button. Use the status Decrement to remove.

Status Off[]

As an Event:

Status On[]

As an Event:

Status Set[]

As an Event: Implicit.

As an Action: Sets a status (superficial state) to the actor, that can be or was used for further settings. For example, a burrowing unit can become [Sub Name] "Burrowed" / [Level] 1. When the unit unburrows, then it can become [Sub Name] "Burrowed" / [Level] 0. Use this later as a term to set a different Custom Death according the the Status state and level. Of course, we can use a term with a Unit validator, or simply quality the Unit's death by the source name of the unit, but this action can still be used in some cases, perhaps in ones that requires multiple levels of the same Sub name. This is actually what differenciates this action from "Status Increment" that only associates a Sub Name. Also, it might not be possible to remove, beside setting it to On/Off, which status increment/decrement can do.

Stop[]

As an Event:

As an Action:

Stop Immediately[]

As an Event:

As an Action:

Strobe Start[]

As an Event:

As an Action:

Strobe Stop[]

As an Event:

As an Action:

Supporter Destruction[]

As an Event:

Supress Walk[]

As an Event:

As an Action:

Take Snapshot[]

As an Event:

As an Action:

Tentacle Return[]

As an Event:

As an Action:

Terrain Physics Material Enter[]

As an Event:

Terrain Physics Material Leave[]

As an Event:

Terrain Physics Reinitialize[]

As an Event:

As an Action:

Terrain Squib[]

As an Event:

Terrain Squib Activate Group[]

As an Event:

As an Action:

Terrain Squib Deactivate[]

As an Event:

As an Action:

Texture Dump[]

As an Event:

As an Action:

Texture Dump Database[]

As an Event:

As an Action:

Texture Group Apply[]

As an Event:

As an Action:

Texture Group Apply Global[]

As an Event:

As an Action:

Texture Group Remove[]

As an Event:

As an Action:

Texture Group Remove Global[]

As an Event:

As an Action:

Texture Reset[]

As an Event:

As an Action:

Texture Select By File Alias[]

As an Event:

As an Action:

Texture Select By Id[]

As an Event:

As an Action:

Texture Select By Update Link[]

As an Event:

As an Action:

Texture Select Decal By Player[]

As an Event:

As an Action:

Texture Update[]

As an Event:

Texture Video Play[]

As an Event:

As an Action:

Texture Video Set Frame[]

As an Event:

As an Action:

Texture Video Set Paused[]

As an Event:

As an Action:

Texture Video Set Time[]

As an Event:

As an Action:

Texture Video Set Time(2)[]

Appears to be a duplicate, Blizzard's mistake.

Texture Video Stop[]

As an Event:

As an Action:

Texture Video Stop All[]

As an Event:

As an Action:

Texture Video Time Override[]

As an Event: Implicit.

As an Action:

Timer Expired[]

As an Event: Triggered when a timer set in this actor runs its full time course. Use the term "TimerName" to specify which timer. Otherwise, all timers within the actor will be checked.

Timer Kill[]

As an Event: Implicit.

As an Action: Destroy a timer currently on going, preventing it from triggering a Timer Expire event.

Timer Set[]

As an Event: Implicit.

As an Action: Set a fictional timer within the actor. Use the Name box to name the timer, and on another event, use the "Timer Name" Term to refer to this exact timer.

Transition[]

As an Event:

As an Action:

Transmission Play[]

As an Event:

Transmission Stop[]

As an Event:

Transport[]

As an Event:

Turret Disable[]

As an Event:

Turret Enable[]

As an Event: Event mainly used for Turret actors. Triggers when a turret is enabled. This also considers units being created, as its turrets enters in action.

Turret Fidget[]

As an Event:

Turret Rotation[]

As an Event: Triggered when a turret executes

Turret Rotation Update[]

As an Event:

Turret Target[]

As an Event:

UI Status Flag Set[]

As an Event:

As an Action:

Unit Attacked[]

As an Event:

Unit Attacker[]

As an Event:

Unit Birth[]

As an Event: Triggered when the actor's unit lives the "Birth" stage.

Unit Blip Update[]

As an Event: Triggered when a unit is "radared". It does launch when the unit appears as an exclamation point, mostly in the fog of war. At that moment, Bip is considered as a start.

Unit Call For Help[]

As an Event:

Unit Click[]

As an Event:

Unit Click Local[]

As an Event:

Unit Cloak[]

Corrected name of "e_actorMSGUnitCloak" for this wiki. Find the mistaken name in the editor if this event is desired (assuming Blizzard will fix it someday).

Seems also to have invisible Sub Name choices. We would guess that one is "Becomes Cloaked" while the other one is "Uncloaks" So far, this choice is messy, but may still work.

As an Event: Triggered when the actor's unit is changing its "Cloak Status".

Unit Construction[]

As an Event: Triggered when the actor's unit is entering a certain construction stage (start, cancel, end).

Unit Creation[]

As an Event: Triggered when the actor's unit is created. This takes in consideration Create Unit effects or cases where there is no birth event, or if there is still.

Unit Damaged[]

As an Event: Triggered when a unit takes damage.

Unit Death[]

As an Event: Triggered when a unit dies. Can be used in conjunction with the Term: Death, which specifies which kind of death is required to launch the event.

Unit Death Custom[]

As an Event:

Unit Death While Hidden[]

As an Event:

As an Action:

Unit Detected By Viewer[]

As an Event: Triggers when the unit is sighted by any player around at creation. This mainly used for Hallucinations, that would determine if the fact it is detected causes it to tint in blue for the enemy already, instead of appearing like a normal unit.

Unit Fidget[]

As an Event:

Unit Height Update[]

As an Event:

Unit Highlight[]

As an Event:

Unit Highlight Local[]

As an Event:

Unit Movement Update[]

As an Event: Triggers when the unit moves, or stop moving.

Unit Player Change[]

As an Event:

Unit Point[]

As an Event:

Unit Portrait[]

As an Event: Triggers when the unit does an action that makes the portrait animate.

Unit Refund[]

As an Event:

Unit Regeneration[]

As an Event:

Unit Resource Drop[]

As an Event:

Unit Revive[]

As an Event:

Unit Shrub Update[]

As an Event:

Unit Taunt[]

As an Event:

Update Max Blob Scale[]

As an Event:

As an Action:

Update Scale Delta Time[]

As an Event:

As an Action:

Update Scale Update Time[]

As an Event:

As an Action:

Update Tint[]

As an Event:

As an Action:

Upgrade[]

As an Event: Triggered when upgrade changes. Note that this only bring changes for the Actors that are currently PRESENT. For exemple, if an upgrades changes the model of a unit, only the live units will have their model change. Any newly created unit will not be affected the Upgrade Event. Use "Actor creation" as a msg type to apply to change to newly created units. If the this change is based on an upgrade, use a term of type "Validate Player", that validator being a Player Requirement checking if the upgrade is imcomplete.

  • IMPORTANT - This event is bugged, and may sometimes work, other times not. What's for sure, in order to make sure it works properly, the modder must absolutly add the unit that uses the actor using this Upgrade Msg Type in the "Affected Unit Array" field.

Upgrade Finalized[]

As an Event: Seems to work the same way "Upgrade" does, but with no option on adding or removing the upgrade. So far, this only means when an upgrade is completed.

Walk Animation Move Speed[]

As an Event: Triggers when the Walk Animation Move Speed action is used.

As an Action: Changes the animation speed of the walk animation (based on the Baseline animation propriety).

Weapon[]

As an Event:

Weapon Critical Update[]

As an Event:

Weapon Start[]

As an Event: Triggered when a weapon starts firing. Using the Source Name "Any" can work, but specifying a weapon is recommanded when using many weapons on the same unit (which would use different animations/actions).

Weapon Stop[]

As an Event: Triggered when a weapon stops firing. Using the Source Name "Any" can work, but specifying a weapon is recommanded when using many weapons on the same unit (which would use different animations/actions).

Terms[]

  • Terms are additional conditions that have to be met for the Action to take place
  • Some terms are only available for specific events

Ability Cmd[]

Ability Cmd Smart[]

Ability Key[]

Ability Key Any[]

Ability Level[]

Ability Train Produced[]

Ability Transport[]

Age[]

AI UI Mode[]

Animation Baseline State[]

Animation Bracket Exit Reason[]

Animation Name[]

Animation Playable[]

Animation Playing[]

Animation Playing Name[]

Animation Playing Props[]

At[]

Attach[]

Button Enabled[]

Can Apply Action Physics[]

Cap[]

Compare Field[]

Creep Can Engulf[]

Creep Engulfs[]

Creep Intersects[]

Cutscene Status[]

Death[]

Effect Execute Index[]

Effect Parent[]

Effect Period Index[]

Exclude[]

Flyer Helper[]

From Effect Tree Descendant[]

Game[]

Game Speed[]

Game Time[]

Has Alliance Type With[]

Has Scope Flag[]

Has Status[]

Verifies the status of the actor based on the "Status Increment" action. This requires a Sub Name only.

Height[]

Is Actor Local Player[]

is Color Blind[]

Is During Replay[]

Is In Editor[]

Is Known As[]

Is Local Participant Type[]

Is Status[]

Verifies the status of the actor based on the "Status Set" action. This requires a Sub Name and a level value (numeric).

Is Underwater[]

Keys[]

Killed By[]

Killed By Effect[]

Level[]

Used in pair with Progress events/actors, also with Behavior Level events. Indicates the Index level of the stage to be checked.

  • With Veterancy behaviors, be careful with the numbers and the oprator, because indicating Equal to level 2 for example, will only trigger if level 2 was acquired before the event. It will most likely launch at lvl 3 of the behavior.

Missile Tentacle[]

Missile Tentacle Is Returning[]

Model Event Name[]

Model Is Low Quality[]

Model Material Applied[]

Model Name[]

The name of the Model data used by the actor. Sometimes, this is one of the only reference an actor can use (example: PlacementModel Actors, DeathModel actors) since they can't trace/validate the unit that currently doesn't exist.

Model Swap From[]

Model Swap To[]

Model Variation[]

Morph From[]

Indicates which unit is was the base unit of the morph. Mainly used with Ability Morph events that specifies no source.

Morph To[]

Indicates which unit is going to be the final stage of the morph (some morph abilities have more than 1, such as Baneling egg for example). Mainly used with Ability Morph events that specifies no source.

Motion Phase[]

Movement Net Over Interval[]

Mover Link[]

Msg[]

Option[]

Validates the settings in the player's game option.

Order Display Type[]

Orphaned[]

Overkill Type[]

Pass Chance[]

Custom probability that this event/action will launch.0 = 0% 100 = 100% chance.

Physics Impact Classify[]

Physics Impact Classify Combo[]

Physics Impact Collision Area[]

Physics Impact Density[]

Physics Impact Environment[]

Physics Impact From Floating[]

Physics Impact Impulse[]

Physics Impact Material[]

Physics Impact Material Combo[]

Physics Impact Material Relative Hardness[]

Physics Impact Participant Is Known As[]

Physics Impact Relative Approach Speed[]

Player Decal[]

Player Has Clan Decal[]

Player Has Reward[]

Player Has Trophy[]

Player Id[]

Portrait Actor[]

Portrait Model[]

Property Curve Name[]

Ref Equals[]

Ref Exists[]

Require[]

Scope[]

Scope Contains[]

Very useful for simplying the use of actor, this traces any form of reference, from this actor to the host/creator. Mostly, we can use Alias on actors to trace them.

  • One good example on how to use it is creating a Range actor with a Selection Local Update event, which for a term has this. Set this alias name on unit's actors on which the range will be created on selecting that unit. In this example, we can see that there is no need to specify a unit in the source name of the event.

Selected[]

Indicates that the CActorUnit is currently selected.

  • One can put "!" in XML view directly behind the selected to invert the result, meaning "not selected".

Sound Is Final Sound[]

Used by Sound Actors. Unsure how this works.

Speed[]

Squib[]

State Changed[]

Used by State Monitor actors, with State Change events. Indicates previous state that transitioned before becoming now. It is possible to add an exclamation point in XML view, right before the StateChanged word (no space) to invert the logic, meaning that the state must not be true.

State Valid[]

Used by State Monitor actors, with State Change events. Indicates which current stage just came to be true/activated, based on the Think Interval field of the state monitor actor. It is possible to add an exclamation point in XML view, right before the StateValid word (no space) to invert the logic, meaning that the state must not be true.

Sub Name[]

Supported By[]

Taunt[]

Team Id[]

Terrain Physics Material[]

Terrain Physics Material At Actor[]

Texture File Alias Is Valid[]

Texture Groups Global[]

Texture Slot Satisfies Expression[]

Texture Update Link[]

Texture Update Slot[]

Timer Name[]

Identifies the name of the Timer used within the actor. This is useful when there are more than 1 timer at use.

Unit Walking[]

Validates if the unit is moving, comparable to Moving Speed being greater than 0. One could use a Validate Unit term, but this may replace it as well. It requires however to specify which actor, in which case we use _Selectable or _Unit on the alias section.

Validate Base[]

Validate Creation Effect[]

Validates, preferably on the effect (unsure, parent effect?), based on any validators.

Validate Effect[]

Validates, preferably on the effect scope, based on any validators. Only available for Effect events.

Validate Morph From[]

Validates, preferably on the unit at start of the morph scope, based on any validators.

Validate Morph To[]

Validates, preferably on the unit at endof the morph scope, based on any validators.

Validate Player[]

Validates, preferably on the player scope, based on any validators.

Validate Portrait Unit[]

(Unsure) Seems to used validators based on Portrait Update / Portrait Think events.

Validate Position[]

Validates, preferably on the unit point scope, based on any validators.

Validate Unit[]

Validates, preferably on the unit scope, based on any validators.

Validate Unit Type[]

Validates, preferably on the unit type scope, based on any validators.

Viewer Treats Unit As[]

Validates, preferably on any player viewing the host unit scope, if the unit is detected by that viewer.

Weapon Modifier[]

Seems to be only available on State Monitor actors, as one of the terme for states. Identifies a particular behavior that modifies the weapon it seems?

Weapon Target Angle[]

Used on Weapon Start Events.

Weapon Target Distance[]

Used on Weapon Start Events.

Weapon Target Elevation[]

Used on Weapon Start Events.


Events not available in Data Module[]

Events not available in the data editor but some do seem to work: Not all have been tested yet. The only way to impement them is to edit the Event - Events - Terms field with View Raw Data enabled which leaves the Source Name and Sub Name values that work with them as (Unknown). The string needed to be entered to refer to them is not always the same as what they are called!

Abstract[]

Action[]

Action Center[]

Action Commence[]

Action Participants[]

Actor[]

Animation[]

Animation Loaded[]

Animation Properties[]

Animation Set Slaved Time[]

Attachment Methods[]

Effect Action[]

Effect Impact Update[]

Facial Play[]

Facial Stop[]

Generic[]

Internal[]

Look At[]

Missile[]

Missile (Pre Host)[]

Motion Phase[]

Name[]

None[]

Override Age[]

Parameters[]

Reference Name[]

Reset Other Blocks[]

Set From[]

Set Mimic Player[]

Set Queried Spawn[]

Set Team Color Index[]

Texture Properties[]

Turret[]

Unit[]

Update Team Color[]

Update Visibility[]

User[]

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