- Data\Generic Message
- ActorResource
- UnitActor.SelectionScale
- InitialScale
- SpriteOptions
- Animation2DOptions
- SpineOptions
- ActorAction.PlaySound
- SiteOperation.Offset
- UnitBattleData
- RGBAColor
- Unit.CustomHealthBar.TeamColor
- Unit.CustomHealthBar.HealthBarOptions
- Double2
- EffectOffset
- SearchFilter.SearchFilterSort
- MorphParameters
- AreaSearchType
- SearchFilter
- EffectOffset.ExplicitOffset
- PolarOffset
- SimpleSearchFilter.SearchFilterSort
- Double3
- EffectOrientation
- EffectLocation
- ValueWithRangeAndExpression
- GuidanceMover
- BallisticMover
- ThrowMover
- ThrowMover.Orientation
- ValidatorExpressions.RangeInt
- ValidatorExpressions.RangeDouble
Data\Generic Message
ActorResource
Type
Name
Priority
Currently only works for actors with ParticleAnimation resource type. Particle animations with a priority level lower than the game's VFX priority level won't be created. This can be set using DCEI.SetVfxPriorityLevel(). Note that the actor will be created, just not the particle animation
UnitActor.SelectionScale
X
Y
Z
InitialScale
X
Y
Z
SpriteOptions
Disable Camera Facing
Set actor with sprite asset not billboard facing camera, default sprite will keep facing camera
Center Sprite Anchor
Set actor with sprite asset anchor to center, default will be bottom of the sprite
Flip X
If checked, flips the sprite horizontally.
Flip Y
If checked, flips the sprite vertically.
Rendering Queue
Which rendering queue this sprite will be rendered to. This is required to set the relative rendering order between sprites and Animation2D actors. If you don't need to use Animation2D actors, leave this as -1.
Rendering Group
EnumType: SpriteOptions.RenderingGroup
Sprites from different rendering groups are rendered in different phases of the engine's render pipeline. Set a proper rendering group to make the sprite render above/below other objects. This property is ignored when "Rendering Queue" is used.
Rendering Priority
Sets the sprite's rendering priority. Sprites within the same rendering group/queue will be sorted by the rendering priority before rendering. To make the sprite render above/below other objects, set a proper rendering group/queue.
Enable X Z Rotation With Camera Facing
If checked, this allow sprites using camera facing to retain any rotations applied on the X or Z planes. This typically used with missile sprite actors to preserve mover rotations.
Animation2DOptions
Rendering Queue
Which rendering queue to use. Valid values are [0, 3]. Animations belong to a lower value rendering queue will be rendered before animations belong to a higher value rendering queue. Use this to render 2D animations above/below other objects that supports rendering queue. To adjust the rendering order between 2d animations, use the "Rendering Priority" field.
Rendering Priority
2d animations with lower rendering priority will be rendered below animations with higher rendering priority. If two animations have the same rendering priority, the one closer to the camera will be rendered above the other one.
SpineOptions
Rendering Queue
Which rendering queue to use. See the documentation for Animation2DOptions for more information.
Rendering Priority
Spine animations with lower rendering priority will be rendered below others with higher priority. See the documentation for Animation2DOptions for more information.
ActorAction.PlaySound
Sound Name
The name of the sound asset to play.
Volume
The volume multiplier for the sound. Using 0 defaults to 1.
Additional Sound Names
If set, pick a random sound asset from the list (or the one specified by "SoundName") to play.
SiteOperation.Offset
Applies an offset to the actor's position.
X
Left/Right offset. Positive values are offset right, negative values are offset left.
Y
Up/Down offset. Positive values are up, negative values are down.
Z
Forward/Back offset. Positive values are forward, negative values are back.
X Range
If set, a random value between 0 and the X Range will be applied to the X offset when this site operation is applied. Only accepts positive values.
Example: X is -1 and X Range is 2 will result in a random X offset between -1 and 1.
Y Range
If set, a random value between 0 and the Y Range will be applied to the Y offset when this site operation is applied. Only accepts positive values.
Z Range
If set, a random value between 0 and the Z Range will be applied to the Z offset when this site operation is applied. Only accepts positive values.
Orientation
EnumType: SiteOperation.OrientationType
Determines relative direction of the offset.
UnitBattleData
Enemy Search Range
The unit will search for enemies to attack within this radius.
Engage Radius
The unit will search for enemies to engage within this radius.
Reset Radius
The unit will leash if it leaves this radius.
Chase In Defense Area Only
Used for generic controllable unit. If target is outside of the range, the unit will stop chasing and go back
Force Rescan Period
Time in seconds for weapons to be forced to rescan targets.
RGBAColor
R
G
B
A
Unit.CustomHealthBar.TeamColor
Team Id
Color
MessageType: RGBAColor
Unit.CustomHealthBar.HealthBarOptions
Type
EnumType: Unit.CustomHealthBar.HealthBarOptions.Type
Health bar type
Size
MessageType: Double2
Health bar size as width and height
Color
MessageType: RGBAColor
Color and opacity of the health bar
Show Shield
If true, the shield bar will be displayed and render over the health bar.
Team Colors
MessageType: TeamColor
Units in teams that have team color defined will use the team color instead of the base color.
Background Color
MessageType: RGBAColor
Color and opacity of the health bar background.
Team Background Colors
MessageType: TeamColor
Units in teams that have team background color defined will use the team background color instead of the base background color.
Double2
X
Y
EffectOffset
Offset Type
SelectableType: EffectOffset.Offset Type
SearchFilter.SearchFilterSort
Key
EnumType: SearchFilter.FilterSortMethod
The method used to sort potential targets.
Order
EnumType: SearchFilter.FilterSortOrder
The order in which potential targets are sorted for priority.
MorphParameters
Reset Health Percentage
If unchecked, new unit will retain the same health percentage as before the morph.
Reset Mana Percentage
If unchecked, new unit will retain the same mana percentage as before the morph.
AreaSearchType
Area Search Type
SelectableType: AreaSearchType.Area Search Type
SearchFilter
Primary Sort Keys
MessageType: SearchFilterSort
Potential targets are sorted based on these parameters.
Secondary Sort Keys
MessageType: SearchFilterSort
If a pair of targets have the same priority value due to Primary Sort Keys, this sort key is then used to determine which unit to target.
Player
EnumType: SearchFilter.Flag
Targets owned by the player that created the search will match the filter.
Ally
EnumType: SearchFilter.Flag
Targets owned by an ally of the player that created the search will match the filter.
Enemy
EnumType: SearchFilter.Flag
Targets owned by an enemy of the player that created the search will match the filter.
Neutral
EnumType: SearchFilter.Flag
Targets that are neutral to the player that created the search will match the filter.
Unit
EnumType: SearchFilter.Flag
Targets that use the "Unit" category will match the filter.
Missile
EnumType: SearchFilter.Flag
Targets that use the "Missile" category will match the filter.
Structure
EnumType: SearchFilter.Flag
Targets that use the "Structure" category will match the filter.
Air
EnumType: SearchFilter.Flag
Targets that use air unit collision will match the filter.
Ground
EnumType: SearchFilter.Flag
Targets that use ground unit collision will match the filter.
Stealth
EnumType: SearchFilter.Flag
Targets with a behavior that uses the stealth flag will match the filter.
Invulerable
EnumType: SearchFilter.Flag
Targets with the invulnerable flag will match the filter.
Alive
EnumType: SearchFilter.Flag
Targets that are currently alive will match the filter.
EffectOffset.ExplicitOffset
Forward
Right
Up
PolarOffset
Yaw
Yaw (nose left or right, positive is right) around the normal axis in degrees .
Pitch
Pitch (nose up or down, positive is down) around the transverse axis in degrees.
Distance
SimpleSearchFilter.SearchFilterSort
Key
EnumType: SimpleSearchFilter.FilterSortMethod
The method used to sort potential targets.
Order
EnumType: SimpleSearchFilter.FilterSortOrder
The order in which potential targets are sorted for priority.
Double3
X
Y
Z
EffectOrientation
Type
SelectableType: EffectOrientation.Type
EffectLocation
Offset Type
SelectableType: EffectLocation.Offset Type
Base
Base location before applying absolute or relative offsets
ValueWithRangeAndExpression
Value
The base value.
Range
A random value between 0 and this value is added to the base value.
Expressions
If set, the evaluated expression will be added to the base value.
GuidanceMover
Acceleration
This value is added to the missile unit's speed each second.
Acceleration Expressions
If set, the evaluated expression will be added to the acceleration when the missile unit is launched.
Acceleration Range
A random value between 0 and this value is added to the missile unit's acceleration.
Speed
The missile unit's initial speed, in terrain grid-units-per-second.
Speed Expressions
If set, the evaluated expression will be added to the speed when the missile unit is launched.
Speed Range
A random value between 0 and this value is added to the missile unit's speed.
Min Speed
The minimum speed the missile unit can move.
Max Speed
The maximum speed the missile unit can move. Note that this needs to be above 0 for the missile unit to go anywhere.
BallisticMover
Flight Time
When set, the missile unit's speed will be adjusted so that it takes this time to reach its target, regardless of the distance. When using flight time, speed should be set to 0.
Flight Time Expressions
If set, the evaluated expression will be added to the flight time when the missile unit is launched.
Flight Time Range
A random value between 0 and this value is added to the missile unit's flight time.
Speed
Speed of the mover. When using speed, flight time should be set to 0. Speed is measured in terrain grid-units-per-second.
Speed Expressions
If set, the evaluated expression will be added to the speed when the missile unit is launched.
Speed Range
A random value between 0 and this value is added to the missile unit's speed.
Gravity
Used to determine the height of the arc. Higher values mean a higher arc.
ThrowMover
Acceleration
MessageType: ValueWithRangeAndExpression
This value is added to the missile unit's speed each second.
Speed
MessageType: ValueWithRangeAndExpression
The missile unit's initial speed, in terrain grid-units-per-second.
Min Speed
The minimum speed the missile unit can move.
Max Speed
The maximum speed the missile unit can move. Note that this needs to be above 0 for the missile unit to go anywhere.
Orientation
MessageType: Orientation
The mover's move direction.
ThrowMover.Orientation
Yaw
MessageType: ValueWithRangeAndExpression
Turn right or left in degrees (positive is right, negative is left).
Pitch
MessageType: ValueWithRangeAndExpression
Turn down or up in degrees (positive is down, negative is up).
Type
EnumType: ThrowMover.OrientationType