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

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

ValidatorExpressions.RangeInt

Min

Max

ValidatorExpressions.RangeDouble

Min

Max