Action (Actor)
Action
Description
The actor responsible for a large variety of effects involving attacks and abilities. The uses include giving sounds to the launch and impact of atacks and abilities, giving models to the launch and impact of effects, the location of the launch and impact of missiles, tentacles and beams and the successful application of movers from the Launch Missile effect.
Hint
When duping action actors make sure that the Art - Beam and Art - Missile fields are not corrupted because that will mess up the visuals eg. spine crawler (http://forums.sc2mapster.com/development/data/16774-duplicated-spine-crawler-stares-at-the-ground-when/#p16). Another common bug with duping missile launching action actors is that the last field in the events is doubled resulting in an error message and the missile firing from the origin attachment point.
Example Usage
Marine Attack
The action actor used by the marine every time it fires the Marine - C-14 Gauss Rifle weapon created by the Marine - Gauss Rifle (Damage) effect. The actor determines that the Blood Target Impact model is shown when the weapon hits units that are known as flesh (probably by the biological attribute), the flash type when hitting shields and the little Marine Attack Launch flare at the Weapon00 attachment point produced whenever the weapon is fired. The actor is also responsible for the launch and impact sounds of the weapon.
URL
As the Marine and the associated actors are already in the editor no URL is needed
Hellion Attack
The action actor used by the Hellion - Infernal Flamethrower weapon created by the Hellion - Infernal Flame Thrower (Create Persistent) effect. Projects the Hellion Attack Beam beam between the Weapon00 attachment point and the Hellion Attack Damage Site which is then overridden using a Reference Set actor event on the beam actor and set the HellionAttackBeamImpactSite (Unnamed) Site actor. Also determines the shield flash type and the impact and launch sounds for the attack.
URL
As the Hellion and the associated actors are already in the editor no URL is needed
SpineCrawlerAttack (Unnamed)
The action actor used by the Spine Crawler - Impaler Tentacle weapon created by the Spine Cralwer - Spine Crawler (Launch Missile) effect. Determines the launch site of the SpineCralerAttackMissile(Unnamed), the sounds and impact models of the attack and the orientation of the impact models using SOps. Even though the tentacle is actually attached by the missile this actor has several fields that if altered result in the movers for the tentacle not working properly. When duping this actor the Art - Beam and Art - Missile fields become corrupted so need to be corrected. Other Important fields of note for proper tentacle movements are Attachment - Launch Attachment Query - Method, Target - Launch Site and Target - Launch Site Ops - Operations.
URL
As the Spine Crawler and the associated actors are already in the editor no URL is needed
Battlecruiser Ground Attack
The action actor used by the Battlecruiser AG - ATS Laser Battery weapon created when the Battlecruiser - ATS Laser Battery (Launch Missile) effect is launched. Determines a random launch site using the Filter WeaponSetA1 attach method, the impact visuals and the launch and impact sounds. A good example of a simple missile launching action actor
URL
As the Battlecruiser and the associated actors are already in the editor no URL is needed
Fields Description
Actor - Action Flags
- Align Impact And Damage (Unknown) used by some laser attacks
- Impact Force Site forces the action to ignore the Attachment - Impact Attachment Query - Methods and to impact at the Target - Impact Site actor
- Launch Force Site forces the action to ignore the Attachment - Launch Attachment Query - Methods and to impact at the Target - Launch Site actor
Actor - Aliases
- The aliases used to refer to this actor or a set of actors by the Hosting - + - Subject fields and Events+
- _Selectable is commonly used
Actor - Beam Scope
- Determines the scope used for selecting an impact site for a beam
- Caster sets the beam impact to the target of the caster
- Effect sets the impact site to the impact point of the creating effect
- Missile (Unknown) sets beam to the impact location of an associated missile?
- Outer (Unknown)
- Outer Container (Unknown) something to do with the container of the model?
- Scope Target (Unknown) sets the beam impact site to where the target is aiming?
- Source (Unknown)
- Source Inside (Unknown)
- Source Outside (Unknown)
Actor - Copy Source
- The actor this ator was copied from
Actor - Filter
- Determines the relationship to the owning player to be able to see this actor
- Generally not useful for this sort of actor unless you want to make a tracking beam that the enemy cannot see
Actor - Flags
- Flags for the actor
- Add To External Finder (Unknown)
- Not Saved (Unknown)
- Scale To Host scales the actor that that of the host actor
- Suppress Creation Errors stops the actor showing any errors if something is not working right
Actor - Fog Visibility
- Determines how the actor is visible through the fog of war
- Dimmed shows a dimmed version of the actor
- Hidden does not show the actor
- Snapshot shows a stationary glimpse of the actor
- Visible fully shows the actor through the fog of war
Actor - Lifetime
- Determines how long the actor exists when orphaned before auto destroying itself to prevent lag
Actor - Sharing
- Determines to the extent the actor is shared
- Always makes the actor always shared
- None makes the actor never shared
- Per Effect Tree makes the actor only shared amoung one effect tree
Animation - Container Assets - Animation Properties
- (Unknown) animation played by the container model?
Animation - Damage Map - Animation Properties
- (Unknown) animation played by the damage model when target is damaged?
Animation - Damage Map - Animation Properties Reaction
- (Unknown) animation played by the damage model reaction when target is damaged?
Animation - Impact Map - Animation Properties
- (Unknown) animation played by the impact model on impact?
Animation - impact Map - Animation Properties Reaction
- (Unknown) animation played by the impact model reaction on impact?
Animation - Launch Assets - Animation Properties
- (Unknown) animation played by the launch model on launch?
Art - Accuracy Half Arc
- Angle of how far the impact visual deviates from the intended target
Art - Aquisition Pitch Half Arc
- Determines vertical component of the angle for choosing which target points to impact on
Art - Aquisition Yaw Half Arc
- Determines horizontal component of the angle for choosing which target points to impact on
Art - Beam
- The Beam (Simple) actor or Beam (Standard) actor launched by this action
- Must be set correctly for the beam to work
- (Not Sure) if both a beam and a missile can be used by the same action actor
Art - Container Assets - Model
- (Unknown)
Art - Container Assets - Scale
- Scale of the container (whatever that is)
Art - Container - Model
- (Unknown) GenericAttackLaunchModel is the default
Art - Damage Map - Model
- The models created on damage depending on attributes of the target
- Dirt (Unknown)
- Flesh from biological attribute
- Light Armor from light attribute
- Metal (Unknown) from hitting mechanical or robotic?
- Miss (Unknown)
- None default model
- Rock (Unknown)
- Sand (Unknown)
- Shield from hitting shield and not life points
- Snow (Unknown)
- Water (Unknown)
Art - Damage Map - Model Reaction
- (Unknown) the models created on damage reaction depending on attributes of the target
- Dirt (Unknown)
- Flesh from biological attribute
- Light Armor from light attribute
- Metal (Unknown) from hitting mechanical or robotic?
- Miss (Unknown)
- None default model
- Rock (Unknown)
- Sand (Unknown)
- Shield from hitting shield and not life points
- Snow (Unknown)
- Water (Unknown)
Art - Damage Map - Scale
- The scale of models created on damage depending on attributes of the target
- Dirt (Unknown)
- Flesh from biological attribute
- Light Armor from light attribute
- Metal (Unknown) from hitting mechanical or robotic?
- Miss (Unknown)
- None default model
- Rock (Unknown)
- Sand (Unknown)
- Shield from hitting shield and not life points
- Snow (Unknown)
- Water (Unknown)
Art - Damage Map - Scale Reaction
- The scale of models created on damage reaction depending on attributes of the target
- Dirt (Unknown)
- Flesh from biological attribute
- Light Armor from light attribute
- Metal (Unknown) from hitting mechanical or robotic?
- Miss (Unknown)
- None default model
- Rock (Unknown)
- Sand (Unknown)
- Shield from hitting shield and not life points
- Snow (Unknown)
- Water (Unknown)
Art - Impact Map - Model
- The models created on impact depending on attributes of the target
- Dirt (Unknown)
- Flesh from biological attribute
- Light Armor from light attribute
- Metal (Unknown) from hitting mechanical or robotic?
- Miss (Unknown)
- None default model
- Rock (Unknown)
- Sand (Unknown)
- Shield from hitting shield and not life points
- Snow (Unknown)
- Water (Unknown)
Art - Impact Map - Model Reaction
- The models created on impact reaction depending on attributes of the target
- Dirt (Unknown)
- Flesh from biological attribute
- Light Armor from light attribute
- Metal (Unknown) from hitting mechanical or robotic?
- Miss (Unknown)
- None default model
- Rock (Unknown)
- Sand (Unknown)
- Shield from hitting shield and not life points
- Snow (Unknown)
- Water (Unknown)
Art - Impact Map - Scale
- The scale for the impact map models when hitting various attributes
Art - Impact Map - Scale Reaction
- The scale for the impact reaction map models when hitting various attributes
Art - Impact Model
- The model displayed on impact of the action unless otherwise specified by the Art - Impact Map - Model field
Art - Impact Model Reaction
- The model displayed on impact reaction unless otherwise specified by the Art - Impact Map - Model Reaction field
Art - Launch Assets - Model
- (Unknown)
Art - Launch Assets - Scale
- Scale of the launch assets model
Art - Launch Model
- The model displayed when launching the action
Art - Missile
- The Missile actor launched by this action
- Must be set correctly for the missile launch to work properly
- (Not Sure) if both a beam and a missile can be used by the same action actor
Art - Shield Flash Type
- The visual type displayed on the target when hitting a target with shields
- Facer makes the shield flash in front of the unit in the direction of impact
- Full makes the whole shield flash
- Header makes the shield flash from above the target
Art - Shield Ripple Scale Factor
- (Unknown)
Attachment - Container Attachment Query - Fallback
- The attachment point on the host model that the container attachment query falls back to if the Attachment - Container Attachment Query - Methods fail to find a valid attachment point using the Attach Methods data type
Attachment - Container Attachment Query - Methods
- The Attach Methods used to determine the container attachment site
Attachment - Container Site
- The Site actor on the transporting unit this action actor launches from if the unit with it is in the cargo of a Transport ability of the unit
Attachment - Container Site Operations - Hold Position
- Locks the position of the container site relative to the 2D grid of the game
Attachment - Container Site Operations - Hold Rotation
- Locks the direction faced by the container site relative to the 2D grid of the game
Attachment - Container Site Operations - Operations
- The Site Operations (SOps) applied to the container site
Attachment - Damage Attachment Query - Fallback
- The attachment point on the target model that the damage attachment query falls back to if the Attachment - Damage Attachment Query - Methods fail
Attachment - Damage Attachment Query - Methods
- The Attach Methods used to determine the damage attachment site
Attachment - Damage Reattachment Query - Fallback
- The attachment point on the target model that the damage reattachment query falls back to if the Attachment - Damage Reattachment Query - Methods fail
Attachment - Damage Reattachment Query - Methods
- (Unknown)
- The Attach Methods used to determine the damage reattachment site
Attachment - Impact Attachment Query - Fallback
- The attachment point on the target model that the impact attachment query falls back to if the Attachment - Impact Attachment Query - Methods fail
Attachment - Impact Attachment Query - Methods
- The Attach Methods used to determine the impact attachment site
- Unless a specific site is refered to by the Target - Impact Site field, this determines on which attachment point of the target model the action impacts
Attachment - Impact Reattachment Query - Fallback
- The attachment point on the target model that the impact reattachment query falls back to if the Attachment - Impact Reattachment Query - Methods fail
Attachment - Impact Reattachment Query - Methods
- (Unknown)
- The Attach Methods used to determine the impact reattachment site
Attachment - Launch Attachment Query - Fallback
- The attachment point on the target model that the impact attachment query falls back to if the Attachment - Launch Attachment Query - Methods fail
Attachment - Launch Attachment Query - Methods
- The Attach Methods used to determine the launch attachment site
- Unless a specific site is refered to by the Target - Launch Site field, this determines on which attachment point of the source model the action impacts
Combat - Damage Model
- The model displayed on damage unless otherwise specified by the Art - Damage Map - Model field
Combat - Damage Model Reaction
- The model displayed on damage reaction unless otherwise specified by the Art - Damage Map - Model Reaction field
Combat - Damage Site
- (Unknown)
- The Site actor used for where damage occurs
Combat - Damage Site Operations Reaction - Hold Position
- When enabled locks the 2D position of the damage reaction model relative to the 2D grid
Combat - Damage Site Operations Reaction - Hold Rotation
- When enabled locks the 2D orientation of the damage reaction model relative to the 2D grid
Combat - Damage Site Operations Reaction - Operations
- The site operation actors (SOps) applied to the damage reaction model
Combat - Damage Site Ops - Hold Position
- When enabled locks the 2D position of the damage model relative to the 2D grid
Combat - Damage Site Ops - Hold Rotation
- When enabled locks the 2D orientation of the damage model relative to the 2D grid
Combat - Damage Site Ops - Operations
- The site operation actors (SOps) applied to the damage model
Combat - Weapon Fire Tracking Time
- (Unknown)
Event - Events+
- Series of minitriggers that determine the motions and visual effects of the model
- Covered in detail in the Events+ section of the wiki
- Usually created on the start of a Launch Missile effect or directly from a Damage effect with the impact effect triggering the Action Impact action
Event - Macros
- The Event Macro actors used to supplement the events
Event - Remove - Send
- (Unknown)
Event - Remove - Target
- (Unknown)
Event - Remove - Terms
- (Unknown)
Event - Terms
- (Unknown)
Hosting - Host Supporter - Actor
- Actor Find (Not Sure) means the actor has to be found using the scope
- Creation (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
- Implicit is the default
Hosting - Host Supporter - Effect
- (Unknown)
Hosting - Host Supporter - Fail If No Host
- Causes the model to be automatically destroyed if no host
Hosting - Host Supporter - Scope
- Implicit is the default
- Scope Caster (Unknown)
- Scope Effect (Unknown)
- Scope Missile (Unknown)
- Scope Outer (Unknown)
- Scope Source (Unknown)
- Scope Target (Unknown)
Hosting - Host Supporter - Subject
- Actor refered to by the ::Supporter system reference for Events+
Properties - Accepted Property Transfers
When this actor is in the Hosting - Host - Subject field of another actor, this field determines what properties are able to be inherited from this actor
- Cast Shadows allows the attached actor to cast shadows
- Cloak Effect allows the attached actor to show the cloaking bluish effect
- Decal allows the attached actor to show the host unit decal
- Local Tint Color (Unknown)
- Model Scale makes the actor inherit the scale for the host model
- Opacity spreads the opacity set by the Set Opacity event to attached actors
- Physics State (Unknown)
- Scale transfers the scale of the host actor to the attached actors
- Team Color makes the attached actor show the team colour if it can
- Time Scale means the animations of the attached actor are the same as the host actors timescale
- Tint Color (Unknown)
- Visibility allows the attached actor to share the host actor's Actor - Fog Visibility
- Warp Group (Unknown)
Properties - Accepted Transfers
- Animation Properties (Unknown)
- Animator (Unknown)
- Fog Of War Color (Unknown)
- Fog Of War Shader (Unknown)
- Model (Unknown)
- Position (Unknown)
- Rotation (Unknown)
- Status (Unknown)
- Textures (Unknown)
Properties - Inherit Type
- Determines how often the host properties are inherited
- Continuous means the properties are continuously inherited from the host
- None means properties are not inherited from the host
- Once means properties are only inherited on actor creation
Properties - Inherited Properties
- This field determines what properties are able to be inherited from the actor in the Hosting - Host - Subject or Hosting - Host For Properties - Subject field
- Cast Shadows allows the attached actor to cast shadows
- Cloak Effect allows the attached actor to show the cloaking bluish effect
- Decal allows the attached actor to show the host unit decal
- Local Tint Color (Unknown)
- Model Scale makes the actor inherit the scale for the host model
- Opacity spreads the opacity set by the Set Opacity event to attached actors
- Physics State (Unknown)
- Scale transfers the scale of the host actor to the attached actors
- Team Color makes the attached actor show the team colour if it can
- Time Scale means the animations of the attached actor are the same as the host actors timescale
- Tint Color (Unknown)
- Visibility allows the attached actor to share the host actor's Actor - Fog Visibility
- Warp Group (Unknown)
Sound - Container Assets - Sound
- The sound from the Sounds data type played when firing from inside the cargo of a Transport ability
Sound - Container Sound
- The Sound actor created when firing from inside the cargo of a Transport ability
Sound - Damage Map - Sound
- The sounds from the Sounds data type played on damage depending on attributes of the target
- Dirt (Unknown)
- Flesh from biological attribute
- Light Armor from light attribute
- Metal (Unknown) from hitting mechanical or robotic?
- Miss (Unknown)
- None default model
- Rock (Unknown)
- Sand (Unknown)
- Shield from hitting shield and not life points
- Snow (Unknown)
- Water (Unknown)
Sound - Damage Sound
- The Sound actor created with damage
Sound - Impact Map - Sound
- The sounds from the Sounds data type played on impact depending on attributes of the target
- Dirt (Unknown)
- Flesh from biological attribute
- Light Armor from light attribute
- Metal (Unknown) from hitting mechanical or robotic?
- Miss (Unknown)
- None default model
- Rock (Unknown)
- Sand (Unknown)
- Shield from hitting shield and not life points
- Snow (Unknown)
- Water (Unknown)
Sound - Impact Sound
- The Sound actor created on impact
Sound - Launch Assets - Sound
- The sounds from the Sounds data type played when launching the action
Sound - Launch Sound
- The Sound actor created on launching the action
Target - Impact Guide Alias
- (Unknown) The alias used for guiding the action from the launch site to the impact site?
Target - Impact Point Site
- (Unknown)
- The Site actor used for determining the impact point site
Target - Impact Point Site Operations - Hold Position
- When enabled locks the 2D position of the impact point Site actor relative to the 2D grid
Target - Impact Point Site Operations - Hold Rotation
- When enabled locks the 2D orientation of the impact point Site actor relative to the 2D grid
Target - Impact Point Site Operations - Operations
- The site operation actors (SOps) applied to the impact point site
Target - Impact Site
- The Site actor the action targets if the Attachment - Impact Attachment Query - Fallback fails or if the Impact Force Site flag is enabled
Target - Impact Site Fallback
- The Site actor the action falls back to if it is unable to find the Target - Impact Site
Target - Impact Site Operations Reaction - Hold Position
- When enabled locks the 2D position of the impact reaction site relative to the 2D grid
Target - Impact Site Operations Reaction - Hold Rotation
- When enabled locks the 2D orientation of the impact reaction site relative to the 2D grid
Target - Impact Site Operations Reaction - Operations
- The site operation actors (SOps) applied to the impact reaction site
Target - Impact Site Ops - Hold Position
- When enabled locks the 2D position of the impact Site actor relative to the 2D grid
Target - Impact Site Ops - Hold Rotation
- When enabled locks the 2D orientation of the impact Site actor relative to the 2D grid
Target - Impact Site Ops - Operations
- The site operation actors (SOps) applied to the impact site
Target - Launch Guide Alias
- (Unknown) The alias used for guiding the action from the launch site to the impact site?
Target - Launch Request - Actor
- Actor Find (Unknown)
- Creation (Unknown)
- Implicit (Unknown)
Target - Launch Request - Effect
- (Unknown)
Target - Launch Request - Fail If No Host
- When enabled destroys the actor if no Target - Launch Request - Subject can be found
Target - Launch Request - Scope
- Implicit (Unknown)
- Scope Caster (Unknown)
- Scope Effect (Unknown)
- Scope Missile (Unknown)
- Scope Outer (Unknown)
- Scope Source (Unknown)
- Scope Target (Unknown)
Target - Launch Request - Subject
- (Unknown)
Target - Launch Site
- The Site actor the action launches from if the Attachment - Launch Attachment Query - Fallback fails or if the Launch Force Site flag is enabled
Target - Launch Site Fallback
- The Site actor the action falls back to if it is unable to find the Target - Launch Site
- The only example ingame of this is used by the VoidSeekerPhaseMineBlastSecondary (Unnamed) actor to get a hold of the launch site created by the death of the first missile and to set it to the launch site of the second batch of missiles
Target - Launch Site Ops - Hold Position
- When enabled locks the 2D position of the launch Site actor relative to the 2D grid
Target - Launch Site Ops - Hold Rotation
- When enabled locks the 2D orientation of the launch Site actor relative to the 2D grid
Target - Launch Site Ops - Operations
- The site operation actors (SOps) applied to the launch site
Related
Needs link to Launch Missile (effect), Sounds (data type), Models (data type) Missile (actor), Beam (Simple) (actor), Beam (Standard) (actor), Site (actor) , Attach Methods (data type) and SOps (actors)