SC2Mapster.com Wiki

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

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)


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Table of contents

  1. 1 Action (Actor)
    1. 1.1 Action
      1. 1.1.1 Description
      2. 1.1.2 Hint
    2. 1.2 Example Usage
      1. 1.2.1 Marine Attack
        1. 1.2.1.1 URL
      2. 1.2.2 Hellion Attack
        1. 1.2.2.1 URL
      3. 1.2.3 SpineCrawlerAttack (Unnamed)
        1. 1.2.3.1 URL
      4. 1.2.4 Battlecruiser Ground Attack
        1. 1.2.4.1 URL
    3. 1.3 Fields Description
      1. 1.3.1 Actor - Action Flags
      2. 1.3.2 Actor - Aliases
      3. 1.3.3 Actor - Beam Scope
      4. 1.3.4 Actor - Copy Source
      5. 1.3.5 Actor - Filter
      6. 1.3.6 Actor - Flags
      7. 1.3.7 Actor - Fog Visibility
      8. 1.3.8 Actor - Lifetime
      9. 1.3.9 Actor - Sharing
      10. 1.3.10 Animation - Container Assets - Animation Properties
      11. 1.3.11 Animation - Damage Map - Animation Properties
      12. 1.3.12 Animation - Damage Map - Animation Properties Reaction
      13. 1.3.13 Animation - Impact Map - Animation Properties
      14. 1.3.14 Animation - impact Map - Animation Properties Reaction
      15. 1.3.15 Animation - Launch Assets - Animation Properties
      16. 1.3.16 Art - Accuracy Half Arc
      17. 1.3.17 Art - Aquisition Pitch Half Arc
      18. 1.3.18 Art - Aquisition Yaw Half Arc
      19. 1.3.19 Art - Beam
      20. 1.3.20 Art - Container Assets - Model
      21. 1.3.21 Art - Container Assets - Scale
      22. 1.3.22 Art - Container - Model
      23. 1.3.23 Art - Damage Map - Model
      24. 1.3.24 Art - Damage Map - Model Reaction
      25. 1.3.25 Art - Damage Map - Scale
      26. 1.3.26 Art - Damage Map - Scale Reaction
      27. 1.3.27 Art - Impact Map - Model
      28. 1.3.28 Art - Impact Map - Model Reaction
      29. 1.3.29 Art - Impact Map - Scale
      30. 1.3.30 Art - Impact Map - Scale Reaction
      31. 1.3.31 Art - Impact Model
      32. 1.3.32 Art - Impact Model Reaction
      33. 1.3.33 Art - Launch Assets - Model
      34. 1.3.34 Art - Launch Assets - Scale
      35. 1.3.35 Art - Launch Model
      36. 1.3.36 Art - Missile
      37. 1.3.37 Art - Shield Flash Type
      38. 1.3.38 Art - Shield Ripple Scale Factor
      39. 1.3.39 Attachment - Container Attachment Query - Fallback
      40. 1.3.40 Attachment - Container Attachment Query - Methods
      41. 1.3.41 Attachment - Container Site
      42. 1.3.42 Attachment - Container Site Operations - Hold Position
      43. 1.3.43 Attachment - Container Site Operations - Hold Rotation
      44. 1.3.44 Attachment - Container Site Operations - Operations
      45. 1.3.45 Attachment - Damage Attachment Query - Fallback
      46. 1.3.46 Attachment - Damage Attachment Query - Methods
      47. 1.3.47 Attachment - Damage Reattachment Query - Fallback
      48. 1.3.48 Attachment - Damage Reattachment Query - Methods
      49. 1.3.49 Attachment - Impact Attachment Query - Fallback
      50. 1.3.50 Attachment - Impact Attachment Query - Methods
      51. 1.3.51 Attachment - Impact Reattachment Query - Fallback
      52. 1.3.52 Attachment - Impact Reattachment Query - Methods
      53. 1.3.53 Attachment - Launch Attachment Query - Fallback
      54. 1.3.54 Attachment - Launch Attachment Query - Methods
      55. 1.3.55 Combat - Damage Model
      56. 1.3.56 Combat - Damage Model Reaction
      57. 1.3.57 Combat - Damage Site
      58. 1.3.58 Combat - Damage Site Operations Reaction - Hold Position
      59. 1.3.59 Combat - Damage Site Operations Reaction - Hold Rotation
      60. 1.3.60 Combat - Damage Site Operations Reaction - Operations
      61. 1.3.61 Combat - Damage Site Ops - Hold Position
      62. 1.3.62 Combat - Damage Site Ops - Hold Rotation
      63. 1.3.63 Combat - Damage Site Ops - Operations
      64. 1.3.64 Combat - Weapon Fire Tracking Time
      65. 1.3.65 Event - Events+
      66. 1.3.66 Event - Macros
      67. 1.3.67 Event - Remove - Send
      68. 1.3.68 Event - Remove - Target
      69. 1.3.69 Event - Remove - Terms
      70. 1.3.70 Event - Terms
      71. 1.3.71 Hosting - Host Supporter - Actor
      72. 1.3.72 Hosting - Host Supporter - Effect
      73. 1.3.73 Hosting - Host Supporter - Fail If No Host
      74. 1.3.74 Hosting - Host Supporter - Scope
      75. 1.3.75 Hosting - Host Supporter - Subject
      76. 1.3.76 Properties - Accepted Property Transfers
      77. 1.3.77 Properties - Accepted Transfers
      78. 1.3.78 Properties - Inherit Type
      79. 1.3.79 Properties - Inherited Properties
      80. 1.3.80 Sound - Container Assets - Sound
      81. 1.3.81 Sound - Container Sound
      82. 1.3.82 Sound - Damage Map - Sound
      83. 1.3.83 Sound - Damage Sound
      84. 1.3.84 Sound - Impact Map - Sound
      85. 1.3.85 Sound - Impact Sound
      86. 1.3.86 Sound - Launch Assets - Sound
      87. 1.3.87 Sound - Launch Sound
      88. 1.3.88 Target - Impact Guide Alias
      89. 1.3.89 Target - Impact Point Site
      90. 1.3.90 Target - Impact Point Site Operations - Hold Position
      91. 1.3.91 Target - Impact Point Site Operations - Hold Rotation
      92. 1.3.92 Target - Impact Point Site Operations - Operations
      93. 1.3.93 Target - Impact Site
      94. 1.3.94 Target - Impact Site Fallback
      95. 1.3.95 Target - Impact Site Operations Reaction - Hold Position
      96. 1.3.96 Target - Impact Site Operations Reaction - Hold Rotation
      97. 1.3.97 Target - Impact Site Operations Reaction - Operations
      98. 1.3.98 Target - Impact Site Ops - Hold Position
      99. 1.3.99 Target - Impact Site Ops - Hold Rotation
      100. 1.3.100 Target - Impact Site Ops - Operations
      101. 1.3.101 Target - Launch Guide Alias
      102. 1.3.102 Target - Launch Request - Actor
      103. 1.3.103 Target - Launch Request - Effect
      104. 1.3.104 Target - Launch Request - Fail If No Host
      105. 1.3.105 Target - Launch Request - Scope
      106. 1.3.106 Target - Launch Request - Subject
      107. 1.3.107 Target - Launch Site
      108. 1.3.108 Target - Launch Site Fallback
      109. 1.3.109 Target - Launch Site Ops - Hold Position
      110. 1.3.110 Target - Launch Site Ops - Hold Rotation
      111. 1.3.111 Target - Launch Site Ops - Operations
    4. 1.4 Related

Facts

Date created
Jun 09, 2011
Last updated
Feb 22, 2012