Data/Actors/Squib

## Squib

### Description

Helper actor that can create a model and/or a sound together. Supports picking sets of these based on the **squibType** of the target attach point that they are connected to, if desired.

## Example Usage

### Ghost Nuke Launch

The squib type actor **Ghost Nuke Launch** used every time a nuke is launched. Once the nuke is called down by the ghost, the effect **Ghost - Nuke (Persistent)** is fired, and in turn triggers the squib actor. The squib actor creates the **Ghost Nuke Launch** model at the source of the effect (the ghost academy).

#### URL

Since the Ghost and the associated actors are already in the editor no URL is needed

## Fields Description

### Actor - Add To Proximity System

* Controls whether this actor can be interacted with using the cursor and whether it can be found by other actors performing an area search.

### Actor - Aliases +

* A list of alternative names (often generic) to refer to the actor. For example, most unit actors use the \_Unit alias, allowing other actors that send messages targeting \_Unit to get those messages to the unit actor in that scope.

### Actor - Copy Source

* Allows you to specify a separate actor in the same scope that will be used to transfer properties to a new actor.

### Actor - Filter +

* Filter determines whether this actor is visible for Enemy, Neutral or Ally Players.

### Actor - Filter Players +

* Filter determines what specific players this actor will not be visible to.

### Actor - Flags +

* Flags apply to all actors. They allow you to change several actor behaviours, such as whether an actor is added to the External Finder and whether it will be added to a saved game.

### Actor - Fog Visibility

* How the actor appears when under the fog of war.

### Actor - Map +

* Map of assets and properties to use per impact type

### Actor - Scope Bearings Tracking

* Controls whether the position and rotation for this actor are inherited from the scope or from the host. If the actor has no host, it will automatically follow the scope unless scope tracking is forced off. The scope position depends on the context of the actor but is typically based on a unit's synchronous position, the position of the cursor, or where the actor was initially created.

### Actor - Sharing

* Sharing allows you to use an existing actor for an actor request rather than always creating a new actor. Per Effect Tree will only share actors when they are created while executing the same effect.

### Event - Events +

* Configures what events this actor responds to, and what messages the actor sends in response to those events.

### Event - Macros +

* Macros are actor events that are defined externally and combined with this actor's events.

## Event - Remove +=

* This is used to remove event responses from this actor that occur in an actor this actor inherits from.

### Event - Terms

* Actor terms (similar to trigger conditions) that must validate successfully in order for this actor to be created.

### Hosting - Host +

* Actors can inherit their position, rotation, and other properties like visibility from their host based on how the hosted properties are configured. \*Typically you can think of hosts like an object's parent in the hierarchy of objects.

### Hosting - Host For Properties +

* If this field is set, this host will be used to inherit hosted properties, while the normal host is still used to inherit position and rotation.

### Hosting - Host Site Operations +

* This host site ops are used to customize the position and rotation (bearings) that are inherited from the host. each site operation is applied to the incoming bearings in the order that they are listed. For example, site ops can be used to attach an actor to the head of another by using the attach site op.

### Hosting - Host Supporter +

* When the Supporter of this actor dies, this actor will receive a **SupporterDestruction** message that is commonly used to destroy the actor.

### Properties - Accepted Property Transfers +

* Determines which types of hosted props will be transferred to a new actor.

### Properties - Accepted Transfers +

* Determines which additional properties of an actor will be transferred to a new actor.

### Properties - Inherit Type

* Determines how this actor gets properties from its host.

### Properties - Inherited Properties +

* Properties this actor inherits from its host actor.