Data\Actor\Events


Events are used to play animations on units in response to data events (like playing an attack animation when a unit attacks with a weapon or playing a death animation when a unit dies.)
Each event can have multiple conditions and multiple actions.
events
Similiar to triggers, actor events have 3 components.

Events

An actor event can be used multiple times on an actor. When the same event is used more than once, the events are checked in order from top to bottom.

Unit Spawn

Triggers when the linked unit is spawned.

Unit Morph

Triggers when a unit undergoes a Morph effect.


If Unit Type is not set, any morph on a unit will trigger this event.

Unit Type

Unit Remove

Triggers when a unit is removed.

Unit Stand

Triggers when a unit leaves its movement state (ie, when it begins standing).

Unit Walk

Triggers when a unit enters its movement state (ie, when it begins walking).

Unit Death

Triggers when a unit dies.

Unit Damaged

Triggers when a unit gets damaged.

Unit Weapon Start

Triggers when a unit begins attacking with a weapon.


If Weapon is not set, any weapon attack will trigger this event. If this event triggers a Play Animation action, the animation duration will be calculated from the weapon preswing + backswing, multiplied by any attack speed modifiers.

Weapon

Unit Weapon Stop

Triggers when a unit stops attacking with a weapon.

Weapon

Unit Ability Start

Triggers when a unit starts casting an ability.


If this event triggers a Play Animation action, the animation duration will be calculated from the ability prep time + finish time.

Ability


If left blank, any ability will trigger the event.

Unit Ability Stop

Triggers when a unit stops casting an ability.

Ability


If left blank, any ability will trigger the event.

Unit Ability Targeting On

Triggers when an ability enters targeting mode.

Ability


If left blank, any ability will trigger the event.

Unit Ability Targeting Off

Triggers when an ability leaves targeting mode.

Ability


If left blank, any ability will trigger the event.

Unit Children Selection On

Triggers when the children of this unit are selected.

Unit Type

Unit Children Selection Off

Triggers when the children of this unit are deselected.

Unit Type

Unit Move Command Received

Triggers when a unit receives a movement command.

Unit Attack Command Received

Triggers when a unit receives an attack command.

Unit Weapon Damage Point

Triggers when a unit executes an attack with a weapon (occurs after preswing).

Weapon

Pre Ability Targeted On

Triggers when a unit becomes highlighted by ability in targeting mode.

Ability


If left blank, any ability will trigger the event.

Pre Ability Targeted Off

Triggers when a unit is unhighlighted by ability in targeting mode.

Ability


If left blank, any ability will trigger the event.

Pre Ability Cast Targeted

Sent to the target unit's actor scope when a targeting ability is cast on the unit.

Ability


If left blank, any ability will trigger the event.

Selection On

Triggers when a unit is selected or on mouse hover.

Selection Type

  • SELECTION: Use selection for on select.
  • PRE_SELECTION: Use preselection for on hover.

Selection Off

Triggers when a unit is deselected or on mouse hover off.

Selection Type

  • SELECTION: Use selection for on select.
  • PRE_SELECTION: Use preselection for on hover.

Behavior On

Triggers when a unit gains a behavior.


If Behavior is not set, any behavior will trigger this event.

Behavior

The behavior that triggers this event.

Behavior Off

Triggers when a unit loses a behavior (including if the behavior becomes disabled).


If Behavior is not set, any behavior will trigger this event.

Behavior

The behavior that triggers this event.

Behavior Stack Increase

Triggers when a unit gains behavior stack(s).

Behavior

The behavior that triggers this event.

Behavior Stack Decrease

Triggers when a unit loses behavior stack(s).

Behavior

The behavior that triggers this event.

Persistent Effect On

Triggers when a persistent effect is created.


The persistent effect must have a period count of at least 1. If Effect is not set, any persistent effect will trigger this effect.

Effect

The persistent effect that triggers this event.

Persistent Effect Off

Triggers when a persistent effect is destroyed.

Effect

The persistent effect that triggers this event.

Actor Create

Triggers when the actor is created.

Actor Destroy

Triggers when the actor is destroyed.

Actor Orphan

Triggers when the actor becomes orphaned. Actors become orphaned when their host actor is destroyed (an actor's host is typically the actor that created it).

Animation Finish

Triggers when an animation on the actor finishes.

Clip

The animation that should trigger this event.

On Timer


Triggers when a timer expires.

Name

The name of the timer that triggers this event.

On Custom Event


Triggers when a custom event is recieved.

Identifier

The name of the custom event that triggers this event.

Beam Lost Target

Triggers when the target of beam model actor is destroyed.

Beam Lost Launch

Triggers when the launch of beam model actor is destroyed.

Conditions

Conditions to be met for the actions to be executed. If any of the condition evaulates to 0, the actions will not be executed. Note that the condition will be evaulated in the context of an existing actor. If this event is used to create a new actor (e.g., create a actor when a certain behavior is turned on), the evaulation context will be the root of the actor scope (e.g., the unit actor). If no actor can be found, the conditions are assumed to be met.


In most cases, you want to use the Compare condition.

Actions

Actions to run in response to an event, after conditions are checked. Actions that target other actors can only be sent to other actors of the same scope.

Play Animation

Plays an animation on the actor.


GPU model animations can be previewed in the Asset Previewer.

Clip Id

Which animation to play. The default animation is "Attack".

Use Real Timer

Stop Animation


Stops playing an animation that was initiated by a Play Animation action.

Clip Id

Which animation to stop playing. The default animation is "Attack".

Create

Create a new actor in the scope of this actor.


The new actor should be a Model Actor.

Actor

The type of new actor to create.

Host Site

If set, this value will overwrite the Host Site field of the created actor.

Host Site Operations

If set, this value will overwrite the Host Site Operations field of the created actor.

Aliases

Used to assign an Alias to the new actor.


An actor can be referenced by its name or any of its aliases.

Detached

When checked, prevents the created actor from following its source actor.

Destroy

Destroys an actor.


If Actor is not set, the actor will destroy itself.

Actor

Look for an actor with this name within the scope to destroy.

Log


Prints a log message in the Play Settings Log.

Type

Determines if the message is displayed as a debug, warning, or error message.

  • DEBUG: The log message will use black text.
  • WARNING: The log message will use yellow text.
  • ERROR: The log message will use red text.

Message

The message to be printed.

Create Timer


Creates a custom timer on the actor that triggers a On Timer event.

Name

Name of the timer. This name is only defined in the scope of the current actor. You can use the same timer name in different actors and they won't interfere.

Duration

How soon the timer should expire (in seconds). After the timer is expired, an OnTimer event will be sent to the actor.


Note that actors are not bound by the 1/16 second game update, so any duration used here doesn't need to be a multiple of 0.0625.

Repeat

By default a timer will be removed after it's expired. Set this flag to true will keep the timer and an OnTimer event will be fired every time when the time specified in "duration" has passed.

Remove Timer


Removes a timer without trigger an On Timer event.

Name

Name of the timer to remove. Note that a timer event may still be fired after removing the timer.

Set Site Operations


Sets the Site Operations of the actor. Note that unless Append is enabled, the new site operations will overwrite any existing site operations on the actor. Duration can be used to create simple animations.

Site Operations

The site operations to apply to the actor.

Duration

If set, the site operations will be applied over this duration. Does not work for all types of site operations.

Append

If set, the new site operations will be added to the existing site operations on the actor instead of overwriting them. Does not work for all type sof site operations.

Ease

EnumType: ActorAction.EaseType

The easing function to use if the site operations are applied over a duration.

Ease Intensity

Optional parameter for some easing functions (elastic, back, and bounce) to adjust the amplitude or overshoot amount.

Create Aliases

Add aliases for an actor.


Applies an alias to the actor. If Actor is not set, the aliases will be applied to this actor.

Actor

The actor to apply the aliases to. Accepts an actor name or alias.

Aliases

The aliases to apply.

Set Variable


Sets a variable on the actor that can be checked by Conditions.

Name

The name of the variable.

Value Expression

The value of the variable. Most commonly set to a constant, random integer, or using add to increment the variable by a constant.

Send Custom Event


Sends a custom event that triggers an On Custom Event event. If Actor is not set, then the actor will send the custom event to itself. If the actor scope contains multiple actors with the targeted name or alias, only the first actor will recieve the event (See: Broadcast Custom Event).

Actor

The actor that should receive the event. Accepts an actor name or alias.

Identifier

The name of the custom event.

Set Tint Color

Sets the tint color of the actor. To clear tint color use ClearTintColor or set RGBA to 255, 255, 255, 255.

Actor

The actor that should receive the event. Accepts an actor name or alias.

Color

These color values will be used to tint the model multiplicatively.


For example, a value of (0, 0, 255) will cause the model to lose all of its red and green colors, and become bright blue; a value of (128, 128, 1024) will weaken the model's red and green colors by half, and amplify the blue color by 400%.

R

G

B

A

Priority Label

Label

Use labels to apply multiple tint colors. Only the current tint color with the highest priority will be used. Use ClearTintColor to remove tint color by label.

Priority

Setting tint color with higher priority will overwrite any tint colors with lower priority. The default priority is 50.

Duration

If set, the tint color will be applied over this duration.

Ease

EnumType: ActorAction.EaseType

The easing function to use if the tint color is applied over a duration.

Ease Intensity

Optional parameter for some easing functions (elastic, back, and bounce) to adjust the amplitude or overshoot amount.

Set Mesh Effect

Applies a mesh effect to to the model, overriding any existing mesh effects.


It's recommended to use Apply Mesh Effect instead as it doesn't override existing mesh effects.

Actor

The actor that should receive the event. Accepts an actor name or alias.

Effect

dcei.engine.proto.ActorAction.SetMeshEffect.effect,,The mesh effect to apply.

Play Music

Used to set the game's music track.

Music Name

The music asset to play.

Push

Whether to save the previously playing music to a stack. This is useful if you want to resume that music later (using Stop Music with the pop flag set to true).

Stop Music

Used to stop the game's music track.

Pop

If set to true, will play the previously saved music. If not set, the music will simply stop.

Shake Camera

Shakes the camera.

Parameters

If no parameters are set, the default camera shake will be used.

Duration

The duration of the camera shake.

Strength

The magnitude of the camera shake.

Vibrato

The vibration intensity of the camera shake.

Set Visibility

Modifies the visibility of the actor. Hidden actors can't be selected or otherwise interact with the cursor.

Actor

The actor that should receive the event. Accepts an actor name or alias.

Visibility

If disabled, hide the actor. If enabled, show the actor.

Set Model Scale

The actor that should receive the event. Accepts an actor name or alias.


Sets the model scale of the actor. The default model scale is 1.

Actor

The name of the actor that should receive the event. Can be aliases.

Model Scale

Adjusts the size of the model over a duration. Using model scale 0 defaults to 1.

Model Scale Expression

The evaluated expression is added to the Model Scale.

Duration

If set, the scale will be applied over this duration. This can be used to make simple grow/shrink animations.

Ease

EnumType: ActorAction.EaseType

The easing function to use if the scale is applied over a duration.

Ease Intensity

Optional parameter for some easing functions (elastic, back, and bounce) to adjust the amplitude or overshoot amount.

Broadcast Custom Event


Similar Send Custom Event but the message is sent to all matching actors within the actor scope.

Actor

The actor that should receive the event. Accepts an actor name or alias.

Identifier

The name of the custom event.

Apply Mesh Effect

Applies a mesh effect to the actor. Mesh effects are similar to shaders effects.

Actor

The actor that should receive the event. Accepts an actor name or alias.

Effect

The mesh effect to apply.

Remove Mesh Effect

Removes a mesh effect from the actor.

Actor

The actor that should receive the event. Accepts an actor name or alias.

Effect

The mesh effect to remove.

Set Team Color

Applies colorization to specific sections of model's texture.


Currently only works with support models. Check the Asset Previewer to see which models support team color. Feel free to request more.

Actor

The actor that should receive the event. Accepts an actor name or alias.

Color

MessageType: RGBAColor

These color values will be used to colorize the team color sections of the model, using the A value as the blending value.


For example, a value of (0, 0, 255, 255) will set the team color to bright blue. Setting the A value to 0 means that no team color will be applied.

Second Color

MessageType: RGBAColor

These color values will be used to colorize the secondary team color sections of the model.

Set Shadow Height

Sets the shadow height of the actor.


Can be used to make shadows appear for models on cliffs.

Actor

The actor to set the shadow height for. Accepts an actor name or alias.

Shadow Height

The value to set shadow height.

Play Animation With Duration


Similar to Play Animation but supports a duration for the animation.

Clip Id

Which animation to play. The default animation is "Attack".

Clip Duration

The duration of the animation.

Use Real Timer

Pause Animation

Used to pause a currently playing animation on the actor.

Clip Id

Which animation to pause. The default animation is "Attack".

Resume Animation

Resumes a paused animation on the actor.

Clip Id

Which animation to resume. The default animation is "Attack".

Play Sound

MessageType: PlaySound

Used to play a sound from an actor directly.


The alternative is to create a separate sound actor.

Set Scale Multiplier

Sets the scale of the actor across individual axes. The final scale will be these values multiplied by the Model Scale.

Actor

The name of the actor that should receive the event. Accepts an actor name or alias.

Scale

MessageType: InitialScale

Specified the initial scale of the model and it can be non-uniform, this is display only, the finial display will multiply this by actual model scale

Duration

If set, the scale multiplier will be applied over this duration. This can be used to make simple grow/shrink animations.

Ease

EnumType: ActorAction.EaseType

The easing function to use if the scale multiplier is applied over a duration.

Ease Intensity

Optional parameter for some easing functions (elastic, back, and bounce) to adjust the amplitude or overshoot amount.

Set Shadow

Used to hide or show the shadow of an actor.

Actor

The name of the actor that should receive the event. Accepts an actor name or alias.

Shadow Display

When unchecked, hides the actor's shadow.

Clear Tint Color

Removes tint color from the actor.

Actor

The actor that should receive the event. Accepts an actor name or alias.

Label

If set, only the tint with the matching label will be removed. Otherwise all tint color will be removed.

Set Outline

Sets the outline render for the actor

Actor

The name of the actor that should receive the event. Accepts an actor name or alias.

Outline Color

Sets the outline color. The default is black.

Outline Width

The outline width to use. The default is 1.

Clear Outline

Clear the outline render for the actor

Actor

The name of the actor that should receive the event. Accepts an actor name or alias.

Set Walk Animation

Sets the walk animation for the actor

Clip Id

Which animation to play when unit is moving.

Set Idle Animation

Sets the idle animation for the actor

Clip Id

Which animation to play when unit is idle.

Set Dynamic Aoe Params

Sets the cone angle and inner radius for dynamic AOEs

Cone Angle

The angle of the AOE

Inner Radius

The inner radius (as a fraction of the outer radius)

Set Particle Properties

Sets particle start properties

Particle Properties

Set Start Lifetime

How long will the particle last?

Min Value

Max Value

Set Start Speed

How fast does the particle move when spawned?

Min Value

Max Value

Set Start Size

Min Value

Max Value

Set Start Color

Color A

MessageType: RGBAColor

A random color will be picked in between ColorA and ColorB

Color B

MessageType: RGBAColor

Set Simulation Speed

Sets the simulation speed of the entire particle system. Unlike SetStartSpeed which affects only the move speed of spawned particles (e.g., it does nothing if the spawned particles only rotate but not move), this makes everything move faster or slower. Default is 1.

Value

Particle Sub System

Which subsystem this event should affect

Set Model

Sets a new model for an actor, only sprite resources are supported for now

Type

Name