Data/Actors/Events

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Contents

Actor Events[edit | edit source]

Description[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Birth & Death[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

As an Event:

Ability Train[edit | edit source]

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

Action Damage[edit | edit source]

As an Event: Implicit.

As an Action:

Action Damage Physics[edit | edit source]

As an Event: Implicit.

As an Action:

Action Impact[edit | edit source]

As an Event: Implicit.

As an Action:

Action Impact Physics[edit | edit source]

As an Event: Implicit.

As an Action:

Action Target Teleport[edit | edit source]

As an Event:

Activate Think Message[edit | edit source]

As an Event: Implicit.

As an Action:

Activate Update Message[edit | edit source]

As an Event: Implicit.

As an Action:

Actor Copy[edit | edit source]

As an Event:

Actor Creation[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

As an Event: Implicit.

As an Action:

Actor Think[edit | edit source]

As an Event:

Actor Update[edit | edit source]

As an Event:

Add[edit | edit source]

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[edit | edit source]

As an Event: Implicit.

As an Action

Add Pitch[edit | edit source]

As an Event: Implicit.

As an Action:

Add Roll[edit | edit source]

As an Event: Implicit.

As an Action:

Add Yaw[edit | edit source]

As an Event: Implicit.

As an Action:

Age Reached[edit | edit source]

As an Event:

AI UI Update:[edit | edit source]

As an Event:

Alias Add[edit | edit source]

As an Event: Implicit.

As an Action:

Alias Dump[edit | edit source]

As an Event: Implicit.

As an Action:

Alias Remove[edit | edit source]

As an Event: Implicit.

As an Action:

Anim Continue[edit | edit source]

As an Event: Implicit.

As an Action:

Anim Group Apply From[edit | edit source]

As an Event: Implicit.

As an Action:

Anim Set Time Scale From[edit | edit source]

As an Event: Implicit.

As an Action:

Anim Set Time Scale Global From[edit | edit source]

As an Event: Implicit.

As an Action:

Animation Baseline Start[edit | edit source]

As an Event: Implicit.

As an Action:

Animation Baseline Stop[edit | edit source]

As an Event: Implicit.

As an Action:

Animation Bracket Clear[edit | edit source]

As an Event: Implicit.

As an Action:

Animation Bracket Resume[edit | edit source]

As an Event: Implicit.

As an Action:

Animation Bracket Start[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

As an Event: Implicit.

As an Action:

Animation Copy[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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)[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

As an Action:

Arrived[edit | edit source]

As an Event:

Aspect Confirm[edit | edit source]

As an Event: Implicit.

As an Action:

Aspect Test[edit | edit source]

As an Event:

Asset Pre Initialization[edit | edit source]

As an Event:

Attach[edit | edit source]

As an Event: Implicit.

As an Action:

Attach Dump[edit | edit source]

As an Event: Implicit.

As an Action:

Attach Model[edit | edit source]

As an Event: Implicit.

As an Action:

Attach Model Offset[edit | edit source]

As an Event: Implicit.

As an Action:

Attach Offset[edit | edit source]

As an Event: Implicit.

As an Action:

Attach Set Bearings[edit | edit source]

As an Event: Implicit.

As an Action:

Attachment Set Bearings[edit | edit source]

As an Event: Implicit.

As an Action:

Attachment Set Position[edit | edit source]

As an Event: Implicit.

As an Action:

Attachment Set Position From[edit | edit source]

As an Event: Implicit.

As an Action:

Attachment Set Rotation[edit | edit source]

As an Event: Implicit.

As an Action:

Attachment Set Rotation From[edit | edit source]

As an Event: Implicit.

As an Action:

Behavior[edit | edit source]

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[edit | edit source]

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[edit | edit source]

As an Event:

Billboard Set Towards Camera Distance[edit | edit source]

As an Event: Implicit.

As an Action:

Build Coach Hover[edit | edit source]

As an Event:

Button Hover[edit | edit source]

As an Event:

Camera Proximity Update[edit | edit source]

As an Event:

Camera Set Active[edit | edit source]

As an Event: Implicit.

As an Action:

Camera Set Eye Position[edit | edit source]

As an Event: Implicit.

As an Action:

Camera Set Link[edit | edit source]

As an Event: Implicit.

As an Action:

Camera Set Parameter[edit | edit source]

As an Event: Implicit.

As an Action:

Camera Shake Start[edit | edit source]

As an Event: Implicit.

As an Action:

Camera Shake Stop[edit | edit source]

As an Event: Implicit.

As an Action:

Cancel Active Animation Blends[edit | edit source]

As an Event: Implicit.

As an Action:

Clear Combat Reveal Timers[edit | edit source]

As an Event: Implicit.

As an Action:

Clear Filter[edit | edit source]

As an Event: Implicit.

As an Action:

Clear Filter Players[edit | edit source]

As an Event: Implicit.

As an Action:

Clear Global Animation Time Scale[edit | edit source]

As an Event: Implicit.

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

Clear Local Tint Color[edit | edit source]

As an Event: Implicit.

As an Action:

Clear Opacity[edit | edit source]

As an Event: Implicit.

As an Action:

Clear Scale[edit | edit source]

As an Event: Implicit.

As an Action:

Clear Team Color[edit | edit source]

As an Event: Implicit.

As an Action:

Clear Tint Color[edit | edit source]

As an Event: Implicit.

As an Action:

Combat Reveal Complete[edit | edit source]

As an Event: Implicit.

As an Action:

Command UI[edit | edit source]

As an Event:

Confirmation[edit | edit source]

As an Event:

Create[edit | edit source]

As an Event: Implicit.

As an Action:

Create Copy[edit | edit source]

As an Event: Implicit.

As an Action:

Creep[edit | edit source]

As an Event: Implicit.

As an Action:

Creep Engulfment Start[edit | edit source]

As an Event: Implicit.

As an Action:

Creep Engulfment Start Transition[edit | edit source]

As an Event: Implicit.

As an Action:

Creep Engulfment Stop[edit | edit source]

As an Event: Implicit.

As an Action:

Creep Engulfment Stop Transition[edit | edit source]

As an Event: Implicit.

As an Action:

Cursor Update[edit | edit source]

As an Event:

Curve Add[edit | edit source]

As an Event: Implicit.

As an Action:

Curve Add Label[edit | edit source]

As an Event: Implicit.

As an Action:

Curve Add Point[edit | edit source]

As an Event: Implicit.

As an Action:

Curve Done[edit | edit source]

As an Event:

Curve Start[edit | edit source]

As an Event: Implicit.

As an Action:

Curve Stop[edit | edit source]

As an Event: Implicit.

As an Action:

Curve Stop Looping[edit | edit source]

As an Event: Implicit.

As an Action:

Custom Portrait[edit | edit source]

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[edit | edit source]

As an Event:

Cutscene Add Filter[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Bookmark[edit | edit source]

As an Event:

Cutscene Clear Filters[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Go To Bookmark[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Pause[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Play[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Remove Filter[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Set[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Set Filters[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Set Time[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Step Bookmark[edit | edit source]

As an Event: Implicit.

As an Action:

Cutscene Stop[edit | edit source]

As an Event: Implicit.

As an Action:

Death Custom[edit | edit source]

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[edit | edit source]

As an Event: Implicit.

As an Action:

Death Customs Dump[edit | edit source]

As an Event: Implicit.

As an Action:

Death Customs Enable Physics[edit | edit source]

As an Event: Implicit.

As an Action:

Death Model Initialize Done[edit | edit source]

As an Event:

Destroy[edit | edit source]

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[edit | edit source]

As an Event: Implicit.

As an Action:

Destroy Ribbons[edit | edit source]

As an Event: Implicit.

As an Action:

Doodad Preserve[edit | edit source]

As an Event: Implicit.

As an Action:

e_actorMSGUnitCloak[edit | edit source]

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[edit | edit source]

As an Event:

Effect[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Execute[edit | edit source]

As an Event:

As an Action:

External Finder Add[edit | edit source]

As an Event:

As an Action:

External Finder Remove[edit | edit source]

As an Event:

As an Action:

Filter Update[edit | edit source]

As an Event:

As an Action:

Flyer Helper Change[edit | edit source]

As an Event:

Force Set Angle[edit | edit source]

As an Event:

As an Action:

Force Set Height[edit | edit source]

As an Event:

As an Action:

Force Set Length[edit | edit source]

As an Event:

As an Action:

Force Set Magnitude[edit | edit source]

As an Event:

As an Action:

Force Set Radius[edit | edit source]

As an Event:

As an Action:

Force Set Width[edit | edit source]

As an Event:

As an Action:

Forward[edit | edit source]

As an Event:

As an Action:

Game Initialize[edit | edit source]

As an Event:

Glow Start[edit | edit source]

As an Event:

As an Action:

Glow Stop[edit | edit source]

As an Event:

As an Action:

Halo Clear Color[edit | edit source]

As an Event:

As an Action:

Halo Set Color[edit | edit source]

As an Event:

As an Action: Halo Set Color

Halo Set Color From Alliance Type[edit | edit source]

As an Event:

As an Action:

Halo Start[edit | edit source]

As an Event:

As an Action: Halo Start

Halo Stop[edit | edit source]

As an Event:

As an Action: Halo Stop

Herd Level[edit | edit source]

As an Event:

Herd Speed[edit | edit source]

As an Event:

Hide Worker Count[edit | edit source]

As an Event:

As an Action:

Hook Clear[edit | edit source]

As an Event:

As an Action:

Hook Dump[edit | edit source]

As an Event:

As an Action:

Hook Set[edit | edit source]

As an Event:

As an Action:

Host Set Offset[edit | edit source]

As an Event:

As an Action:

Host Site Operations Set[edit | edit source]

As an Event:

As an Action:

Hosted Properties Dump All[edit | edit source]

As an Event:

As an Action:

Hosted Property Dump[edit | edit source]

As an Event:

As an Action:

Init Modifier[edit | edit source]

As an Event:

Item[edit | edit source]

As an Event:

Light Set Ambient Occlusion[edit | edit source]

As an Event:

As an Action:

Light Set Attenuation Start[edit | edit source]

As an Event:

As an Action:

Light Set Color Multiplier[edit | edit source]

As an Event:

As an Action:

Light Set Falloff[edit | edit source]

As an Event:

As an Action:

Light Set Hotspot[edit | edit source]

As an Event:

As an Action:

Light Set Opaque[edit | edit source]

As an Event:

As an Action:

Light Set Range[edit | edit source]

As an Event:

As an Action:

Light Set Shadow Casting[edit | edit source]

As an Event:

As an Action:

Light Set Specular[edit | edit source]

As an Event:

As an Action:

Light Set Specular Color[edit | edit source]

As an Event:

As an Action:

Light Set Transparent[edit | edit source]

As an Event:

As an Action:

List Add[edit | edit source]

As an Event:

As an Action:

List Remove[edit | edit source]

As an Event:

As an Action:

Look At Aquire Target[edit | edit source]

As an Event:

As an Action:

Look At Disengage[edit | edit source]

As an Event:

As an Action:

Look At Dump Turret Groups[edit | edit source]

As an Event:

As an Action:

Look At Engage[edit | edit source]

As an Event:

As an Action:

Look At Set Type[edit | edit source]

As an Event:

As an Action:

Look At Start[edit | edit source]

As an Event:

As an Action:

Look At Stop[edit | edit source]

As an Event:

As an Action:

Maximize Priority[edit | edit source]

As an Event:

As an Action:

Minimap Icon[edit | edit source]

As an Event:

As an Action:

Minimap Icon Background[edit | edit source]

As an Event:

As an Action:

Minimap Icon Background Scale[edit | edit source]

As an Event:

As an Action:

Minimap Icon Background Tint Color[edit | edit source]

As an Event:

As an Action:

Minimap Icon Scale[edit | edit source]

As an Event:

As an Action:

Minimap Icon Tint Color[edit | edit source]

As an Event:

As an Action:

Minimap Tooltip[edit | edit source]

As an Event:

As an Action:

Missile Tentacle Retracted[edit | edit source]

As an Event:

Model Allow Hit Test[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Model Aspect Applied[edit | edit source]

As an Event:

Model Aspect Start[edit | edit source]

As an Event:

Model Aspect Stop[edit | edit source]

As an Event:

Model Event[edit | edit source]

As an Event:

Model Event Suppress[edit | edit source]

As an Event:

As an Action:

Model Flags Clear[edit | edit source]

As an Event:

As an Action:

Model Flags Set[edit | edit source]

As an Event:

As an Action:

Model Link Customize[edit | edit source]

As an Event:

As an Action:

Model Link Customize Special[edit | edit source]

As an Event:

As an Action:

Model Material Apply[edit | edit source]

As an Event:

As an Action:

Model Material Apply To[edit | edit source]

As an Event:

As an Action:

Model Material Dump[edit | edit source]

As an Event:

As an Action:

Model Material Remove[edit | edit source]

As an Event:

As an Action:

Model Material Remove(2)[edit | edit source]

Probably a duplicate, a mistake from Blizzard.

Model Sudden Motion Start[edit | edit source]

As an Event:

As an Action:

Model Sudden Motion Stop[edit | edit source]

As an Event:

As an Action:

Model Swap[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Model Swap Stack Push[edit | edit source]

As an Event:

As an Action:

Model Swapped[edit | edit source]

As an Event:

Motion Phase Start[edit | edit source]

As an Event:

Motion Phase Stop[edit | edit source]

As an Event:

Move[edit | edit source]

As an Event:

As an Action:

Movement Tracking Start[edit | edit source]

As an Event:

As an Action:

Movement Tracking Stop[edit | edit source]

As an Event:

As an Action:

Mover Stopped[edit | edit source]

As an Event:

Options Changed[edit | edit source]

As an Event:

Override Apply To[edit | edit source]

As an Event:

As an Action:

Physics Body Bump[edit | edit source]

As an Event:

As an Action:

Physics Cloth Collision Volume Set Link[edit | edit source]

As an Event:

As an Action:

Physics Impact[edit | edit source]

As an Event:

Physics Impact Customize[edit | edit source]

As an Event:

As an Action:

Physics Impact Terrain Reject[edit | edit source]

As an Event:

As an Action:

Physics Impact Terrain Validate[edit | edit source]

As an Event:

Physics Impacts Enable[edit | edit source]

As an Event:

As an Action:

Physics Initialize[edit | edit source]

As an Event:

As an Action:

Physics Match Keys Ordered Dump[edit | edit source]

As an Event:

As an Action:

Physics Match Keys Ordered Set[edit | edit source]

As an Event:

As an Action:

Physics Material Override[edit | edit source]

As an Event:

As an Action:

Physics Material Restore[edit | edit source]

As an Event:

As an Action:

Physics Terminate[edit | edit source]

As an Event:

As an Action:

Play Sequence[edit | edit source]

As an Event:

As an Action:

Play Unit Sound[edit | edit source]

As an Event:

As an Action:

Portrait Animation Set Time[edit | edit source]

As an Event:

As an Action:

Portrait Think[edit | edit source]

As an Event:

Portrait Update[edit | edit source]

As an Event:

Pre Selection Update[edit | edit source]

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

Pre Targeting Update[edit | edit source]

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[edit | edit source]

As an Event: Implicit

As an Action:

Print[edit | edit source]

As an Event:

As an Action:

Progress Level[edit | edit source]

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

Query Persistent[edit | edit source]

As an Event:

As an Action:

Query Radius[edit | edit source]

As an Event:

As an Action:

Query Region[edit | edit source]

As an Event:

As an Action:

Range Update[edit | edit source]

As an Event:

As an Action:

Reference Clear[edit | edit source]

As an Event:

As an Action:

Reference Create[edit | edit source]

As an Event:

As an Action:

Reference Destroy[edit | edit source]

As an Event:

As an Action:

Reference Dump[edit | edit source]

As an Event:

As an Action:

Reference Notify[edit | edit source]

As an Event:

As an Action:

Reference Set[edit | edit source]

As an Event:

As an Action: Reference Set

Reference Set From Msg[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Reference Set Refresh Name[edit | edit source]

As an Event:

As an Action:

Reference Table Dump[edit | edit source]

As an Event:

As an Action:

Region Subject[edit | edit source]

As an Event:

Remove[edit | edit source]

As an Event:

As an Action:

Remove All[edit | edit source]

As an Event:

As an Action:

Remove Animation Blend Time[edit | edit source]

As an Event:

As an Action:

Run Macro[edit | edit source]

As an Event:

As an Action:

Scene Halo Set Color[edit | edit source]

As an Event:

As an Action:

Scene Halo Set Emission[edit | edit source]

As an Event:

As an Action:

Scene Halo Set Mode[edit | edit source]

As an Event:

As an Action:

Scene Halo Set Rastermode[edit | edit source]

As an Event:

As an Action:

Scene Halo Set Width[edit | edit source]

As an Event:

As an Action:

Scene Particles Destroy[edit | edit source]

As an Event:

As an Action:

Scene Physics Impact Spy[edit | edit source]

As an Event:

As an Action:

Scene Physics init Failure Spy[edit | edit source]

As an Event:

As an Action:

Scene Power Show All[edit | edit source]

As an Event:

As an Action:

Scene Ribbons Destroy[edit | edit source]

As an Event:

As an Action:

Scene Skybox Set[edit | edit source]

As an Event:

As an Action:

Scene Strobe Set Cycle Length[edit | edit source]

As an Event:

As an Action:

Scene Strobe Set Falloff[edit | edit source]

As an Event:

As an Action:

Scene Strobe Set Height[edit | edit source]

As an Event:

As an Action:

Scene Texture Dump File Alises[edit | edit source]

As an Event:

As an Action:

Scene Texture Register File Aliases[edit | edit source]

As an Event:

As an Action:

Select By Match[edit | edit source]

As an Event:

As an Action:

Select By Slot[edit | edit source]

As an Event:

As an Action:

Selection Flash (Local)[edit | edit source]

As an Event:

Selection Flash (Sync)[edit | edit source]

As an Event:

Selection Subgroup Update (Local)[edit | edit source]

As an Event:

Selection Subgroup Update (Sync)[edit | edit source]

As an Event:

Selection Update (Local)[edit | edit source]

As an Event:

Selection Update (Sync)[edit | edit source]

As an Event:

Set[edit | edit source]

As an Event:

As an Action:

Set Acceleration[edit | edit source]

As an Event:

As an Action:

Set Angle[edit | edit source]

As an Event:

As an Action:

Set Bearings[edit | edit source]

As an Event:

As an Action:

Set Bearings (Height)[edit | edit source]

As an Event:

As an Action:

Set Bearings From[edit | edit source]

As an Event:

As an Action:

Set Camera Set To Bounds[edit | edit source]

As an Event:

As an Action:

Set Cast Shadows[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Set Destination From[edit | edit source]

As an Event:

As an Action:

Set Destination Height (Absolute)[edit | edit source]

As an Event:

As an Action:

Set Destination Height (Relative)[edit | edit source]

As an Event:

As an Action:

Set Destination Position[edit | edit source]

As an Event:

As an Action:

Set Facing[edit | edit source]

As an Event:

As an Action:

Set Filter[edit | edit source]

As an Event:

As an Action:

Set Filter Players[edit | edit source]

As an Event:

As an Action:

Set Group Icon[edit | edit source]

As an Event: Implicit.

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

Set Height[edit | edit source]

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[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Set Minimap Visibility[edit | edit source]

As an Event:

As an Action:

Set Minimap Visibility Always[edit | edit source]

As an Event:

As an Action:

Set Opacity[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Set Player Id From[edit | edit source]

As an Event:

As an Action:

Set Position[edit | edit source]

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)[edit | edit source]

As an Event:

As an Action:

Set Position 2D[edit | edit source]

As an Event:

As an Action:

Set Position From[edit | edit source]

As an Event:

As an Action:

Set Position Height (Absolute)[edit | edit source]

As an Event:

As an Action:

Set Position Height (Relative)[edit | edit source]

As an Event:

As an Action:

Set Reference From Actor[edit | edit source]

As an Event:

As an Action:

Set Ring Radius[edit | edit source]

As an Event:

As an Action:

Set Rotation[edit | edit source]

As an Event: Implicit.

As an Action:

Set Rotation From[edit | edit source]

As an Event:

As an Action:

Set Rotation Yaw/Pitch/Roll[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Set Scale Absolute[edit | edit source]

As an Event:

As an Action:

Set Scale From Weapon Range[edit | edit source]

As an Event:

As an Action:

Set Sound Reverb Balance (Direct)[edit | edit source]

As an Event:

As an Action:

Set Sound Reverb Balance (Room)[edit | edit source]

As an Event:

As an Action:

Set Sound Suffix[edit | edit source]

As an Event:

As an Action:

Set Speed[edit | edit source]

As an Event: Implicit.

As an Action: Changes the Site Mover speed.

  • Can only modify Site (Mover) CActorSite actors.

Set Speed Maximum[edit | edit source]

As an Event: Implicit.

As an Action: Changes the Site Mover maximum speed.

  • Can only modify Site (Mover) CActorSite actors.

Set Status Bar On[edit | edit source]

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[edit | edit source]

As an Event:

As an Action: Set Team Color

Set Team Color Blend[edit | edit source]

As an Event:

As an Action:

Set Team Color From[edit | edit source]

As an Event:

As an Action:

Set Text[edit | edit source]

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)[edit | edit source]

As an Event: Implicit.

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

Set Text Color[edit | edit source]

As an Event:

As an Action:

Set Text Size[edit | edit source]

As an Event:

As an Action:

Set Time Scale Global[edit | edit source]

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[edit | edit source]

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)[edit | edit source]

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[edit | edit source]

As an Event: Implicit.

As an Action:

Set Transfer Override Animation[edit | edit source]

As an Event: Implicit.

As an Action:

Set Unit Icon[edit | edit source]

As an Event: Implicit.

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

Set Visibility[edit | edit source]

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[edit | edit source]

As an Event: Implicit.

As an Action:

Set Visible To Players[edit | edit source]

As an Event: Implicit.

As an Action:

Set Walk Animation Move Speed[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Signal[edit | edit source]

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[edit | edit source]

As an Event:

Sound Add Digital Effect[edit | edit source]

As an Event:

As an Action:

Sound Done[edit | edit source]

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

As an Action:

Sound Link Customize[edit | edit source]

As an Event:

As an Action:

Sound Set Muted[edit | edit source]

As an Event:

As an Action:

Sound Set Offset[edit | edit source]

As an Event:

As an Action:

Sound Set Paused[edit | edit source]

As an Event:

As an Action:

Sound Set Pitch[edit | edit source]

As an Event:

As an Action:

Sound Set Volume[edit | edit source]

As an Event:

As an Action:

Spray Swap By Player Index[edit | edit source]

As an Action:

Spray Swap[edit | edit source]

As an Action:

Spotlight Update[edit | edit source]

As an Event:

Squib Choice[edit | edit source]

As an Event:

State Change[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

As an Event:

Status On[edit | edit source]

As an Event:

Status Set[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Stop Immediately[edit | edit source]

As an Event:

As an Action:

Strobe Start[edit | edit source]

As an Event:

As an Action:

Strobe Stop[edit | edit source]

As an Event:

As an Action:

Supporter Destruction[edit | edit source]

As an Event:

Supress Walk[edit | edit source]

As an Event:

As an Action:

Take Snapshot[edit | edit source]

As an Event:

As an Action:

Tentacle Return[edit | edit source]

As an Event:

As an Action:

Terrain Physics Material Enter[edit | edit source]

As an Event:

Terrain Physics Material Leave[edit | edit source]

As an Event:

Terrain Physics Reinitialize[edit | edit source]

As an Event:

As an Action:

Terrain Squib[edit | edit source]

As an Event:

Terrain Squib Activate Group[edit | edit source]

As an Event:

As an Action:

Terrain Squib Deactivate[edit | edit source]

As an Event:

As an Action:

Texture Dump[edit | edit source]

As an Event:

As an Action:

Texture Dump Database[edit | edit source]

As an Event:

As an Action:

Texture Group Apply[edit | edit source]

As an Event:

As an Action:

Texture Group Apply Global[edit | edit source]

As an Event:

As an Action:

Texture Group Remove[edit | edit source]

As an Event:

As an Action:

Texture Group Remove Global[edit | edit source]

As an Event:

As an Action:

Texture Reset[edit | edit source]

As an Event:

As an Action:

Texture Select By File Alias[edit | edit source]

As an Event:

As an Action:

Texture Select By Id[edit | edit source]

As an Event:

As an Action:

Texture Select By Update Link[edit | edit source]

As an Event:

As an Action:

Texture Select Decal By Player[edit | edit source]

As an Event:

As an Action:

Texture Update[edit | edit source]

As an Event:

Texture Video Play[edit | edit source]

As an Event:

As an Action:

Texture Video Set Frame[edit | edit source]

As an Event:

As an Action:

Texture Video Set Paused[edit | edit source]

As an Event:

As an Action:

Texture Video Set Time[edit | edit source]

As an Event:

As an Action:

Texture Video Set Time(2)[edit | edit source]

Appears to be a duplicate, Blizzard's mistake.

Texture Video Stop[edit | edit source]

As an Event:

As an Action:

Texture Video Stop All[edit | edit source]

As an Event:

As an Action:

Texture Video Time Override[edit | edit source]

As an Event: Implicit.

As an Action:

Timer Expired[edit | edit source]

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[edit | edit source]

As an Event: Implicit.

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

Timer Set[edit | edit source]

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[edit | edit source]

As an Event:

As an Action:

Transmission Play[edit | edit source]

As an Event:

Transmission Stop[edit | edit source]

As an Event:

Transport[edit | edit source]

As an Event:

Turret Disable[edit | edit source]

As an Event:

Turret Enable[edit | edit source]

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[edit | edit source]

As an Event:

Turret Rotation[edit | edit source]

As an Event: Triggered when a turret executes

Turret Rotation Update[edit | edit source]

As an Event:

Turret Target[edit | edit source]

As an Event:

UI Status Flag Set[edit | edit source]

As an Event:

As an Action:

Unit Attacked[edit | edit source]

As an Event:

Unit Attacker[edit | edit source]

As an Event:

Unit Birth[edit | edit source]

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

Unit Blip Update[edit | edit source]

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[edit | edit source]

As an Event:

Unit Click[edit | edit source]

As an Event:

Unit Click Local[edit | edit source]

As an Event:

Unit Cloak[edit | edit source]

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[edit | edit source]

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

Unit Creation[edit | edit source]

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[edit | edit source]

As an Event: Triggered when a unit takes damage.

Unit Death[edit | edit source]

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[edit | edit source]

As an Event:

Unit Death While Hidden[edit | edit source]

As an Event:

As an Action:

Unit Detected By Viewer[edit | edit source]

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[edit | edit source]

As an Event:

Unit Height Update[edit | edit source]

As an Event:

Unit Highlight[edit | edit source]

As an Event:

Unit Highlight Local[edit | edit source]

As an Event:

Unit Movement Update[edit | edit source]

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

Unit Player Change[edit | edit source]

As an Event:

Unit Point[edit | edit source]

As an Event:

Unit Portrait[edit | edit source]

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

Unit Refund[edit | edit source]

As an Event:

Unit Regeneration[edit | edit source]

As an Event:

Unit Resource Drop[edit | edit source]

As an Event:

Unit Revive[edit | edit source]

As an Event:

Unit Shrub Update[edit | edit source]

As an Event:

Unit Taunt[edit | edit source]

As an Event:

Update Max Blob Scale[edit | edit source]

As an Event:

As an Action:

Update Scale Delta Time[edit | edit source]

As an Event:

As an Action:

Update Scale Update Time[edit | edit source]

As an Event:

As an Action:

Update Tint[edit | edit source]

As an Event:

As an Action:

Upgrade[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

As an Event:

Weapon Critical Update[edit | edit source]

As an Event:

Weapon Start[edit | edit source]

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[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

Ability Cmd Smart[edit | edit source]

Ability Key[edit | edit source]

Ability Key Any[edit | edit source]

Ability Level[edit | edit source]

Ability Train Produced[edit | edit source]

Ability Transport[edit | edit source]

Age[edit | edit source]

AI UI Mode[edit | edit source]

Animation Baseline State[edit | edit source]

Animation Bracket Exit Reason[edit | edit source]

Animation Name[edit | edit source]

Animation Playable[edit | edit source]

Animation Playing[edit | edit source]

Animation Playing Name[edit | edit source]

Animation Playing Props[edit | edit source]

At[edit | edit source]

Attach[edit | edit source]

Button Enabled[edit | edit source]

Can Apply Action Physics[edit | edit source]

Cap[edit | edit source]

Compare Field[edit | edit source]

Creep Can Engulf[edit | edit source]

Creep Engulfs[edit | edit source]

Creep Intersects[edit | edit source]

Cutscene Status[edit | edit source]

Death[edit | edit source]

Effect Execute Index[edit | edit source]

Effect Parent[edit | edit source]

Effect Period Index[edit | edit source]

Exclude[edit | edit source]

Flyer Helper[edit | edit source]

From Effect Tree Descendant[edit | edit source]

Game[edit | edit source]

Game Speed[edit | edit source]

Game Time[edit | edit source]

Has Alliance Type With[edit | edit source]

Has Scope Flag[edit | edit source]

Has Status[edit | edit source]

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

Height[edit | edit source]

Is Actor Local Player[edit | edit source]

is Color Blind[edit | edit source]

Is During Replay[edit | edit source]

Is In Editor[edit | edit source]

Is Known As[edit | edit source]

Is Local Participant Type[edit | edit source]

Is Status[edit | edit source]

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

Is Underwater[edit | edit source]

Keys[edit | edit source]

Killed By[edit | edit source]

Killed By Effect[edit | edit source]

Level[edit | edit source]

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[edit | edit source]

Missile Tentacle Is Returning[edit | edit source]

Model Event Name[edit | edit source]

Model Is Low Quality[edit | edit source]

Model Material Applied[edit | edit source]

Model Name[edit | edit source]

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[edit | edit source]

Model Swap To[edit | edit source]

Model Variation[edit | edit source]

Morph From[edit | edit source]

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

Morph To[edit | edit source]

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[edit | edit source]

Movement Net Over Interval[edit | edit source]

Mover Link[edit | edit source]

Msg[edit | edit source]

Option[edit | edit source]

Validates the settings in the player's game option.

Order Display Type[edit | edit source]

Orphaned[edit | edit source]

Overkill Type[edit | edit source]

Pass Chance[edit | edit source]

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

Physics Impact Classify[edit | edit source]

Physics Impact Classify Combo[edit | edit source]

Physics Impact Collision Area[edit | edit source]

Physics Impact Density[edit | edit source]

Physics Impact Environment[edit | edit source]

Physics Impact From Floating[edit | edit source]

Physics Impact Impulse[edit | edit source]

Physics Impact Material[edit | edit source]

Physics Impact Material Combo[edit | edit source]

Physics Impact Material Relative Hardness[edit | edit source]

Physics Impact Participant Is Known As[edit | edit source]

Physics Impact Relative Approach Speed[edit | edit source]

Player Decal[edit | edit source]

Player Has Clan Decal[edit | edit source]

Player Has Reward[edit | edit source]

Player Has Trophy[edit | edit source]

Player Id[edit | edit source]

Portrait Actor[edit | edit source]

Portrait Model[edit | edit source]

Property Curve Name[edit | edit source]

Ref Equals[edit | edit source]

Ref Exists[edit | edit source]

Require[edit | edit source]

Scope[edit | edit source]

Scope Contains[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Used by Sound Actors. Unsure how this works.

Speed[edit | edit source]

Squib[edit | edit source]

State Changed[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Supported By[edit | edit source]

Taunt[edit | edit source]

Team Id[edit | edit source]

Terrain Physics Material[edit | edit source]

Terrain Physics Material At Actor[edit | edit source]

Texture File Alias Is Valid[edit | edit source]

Texture Groups Global[edit | edit source]

Texture Slot Satisfies Expression[edit | edit source]

Texture Update Link[edit | edit source]

Texture Update Slot[edit | edit source]

Timer Name[edit | edit source]

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

Unit Walking[edit | edit source]

Validate Base[edit | edit source]

Validate Creation Effect[edit | edit source]

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

Validate Effect[edit | edit source]

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

Validate Morph From[edit | edit source]

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

Validate Morph To[edit | edit source]

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

Validate Player[edit | edit source]

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

Validate Portrait Unit[edit | edit source]

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

Validate Position[edit | edit source]

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

Validate Unit[edit | edit source]

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

Validate Unit Type[edit | edit source]

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

Viewer Treats Unit As[edit | edit source]

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

Weapon Modifier[edit | edit source]

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[edit | edit source]

Used on Weapon Start Events.

Weapon Target Distance[edit | edit source]

Used on Weapon Start Events.

Weapon Target Elevation[edit | edit source]

Used on Weapon Start Events.


Events not available in Data Module[edit | edit source]

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[edit | edit source]

Action[edit | edit source]

Action Center[edit | edit source]

Action Commence[edit | edit source]

Action Participants[edit | edit source]

Actor[edit | edit source]

Animation[edit | edit source]

Animation Loaded[edit | edit source]

Animation Properties[edit | edit source]

Animation Set Slaved Time[edit | edit source]

Attachment Methods[edit | edit source]

Effect Action[edit | edit source]

Effect Impact Update[edit | edit source]

Facial Play[edit | edit source]

Facial Stop[edit | edit source]

Generic[edit | edit source]

Internal[edit | edit source]

Look At[edit | edit source]

Missile[edit | edit source]

Missile (Pre Host)[edit | edit source]

Motion Phase[edit | edit source]

Name[edit | edit source]

None[edit | edit source]

Override Age[edit | edit source]

Parameters[edit | edit source]

Reference Name[edit | edit source]

Reset Other Blocks[edit | edit source]

Set From[edit | edit source]

Set Mimic Player[edit | edit source]

Set Queried Spawn[edit | edit source]

Set Team Color Index[edit | edit source]

Texture Properties[edit | edit source]

Turret[edit | edit source]

Unit[edit | edit source]

Update Team Color[edit | edit source]

Update Visibility[edit | edit source]

User[edit | edit source]