Data/Actors/Missile

## Missile

(Editor Screenshot) needs pic of leviathan using the air to air attack or the void seeker phase mine

### Description

The actor given to a missile unit which determines the visuals of the missile. Also can be used for attaching tentacles onto the missile unit.

### Hints

* Unless it is a tentacle this actor is very easy to set up

## Example Usage

### Marauder Attack Missile

The actor for the Weapon - Punisher Grenades unit that is fired by the Marauder - Punisher Grenades (Launch Missile) effect every time the marauder attacks. About as simple as a missile gets in that it has the model for the missile, is created on unit birth and destroyed on unit death and plays the Birth and stand animations.

#### URL

As the Marauder and all it's associated actors are alteady present in the game

### ProzaicMuse's [Data] The Uberlisk

Tutorial covering adding automatically attacking tentacles using the spinecrawler model to the back of an ultralisk. The tutorial coverers in great detail how to set the actors up including events needed.

#### URL

http://www.sc2mapster.com/forums/resources/tutorials/4284-data-the-uberlisk/#posts

## Fields Description

### Actor - Aliases

* The strings able to be used to refer to this actor or a group of actors
* Usually start with \_
* \_Missile is the most commonly used alias for missiles

### Actor - Copy Source

* The parent actor this actor was copied from if creadted by copy and pasting another actor

### Actor - Filter

* Determines who can see the actor in relation to the diplomatic stance to the owning player of the actor
* **Ally:** means allies can see the actor
* **Enemy:** means enemies can see the actor
* **Neutral:** means neutral players can see the actor
* **Self:** allows the owning player to see the actor

### Actor - Flags

* **Add To External Finder:** (Unknown)
* **Not Saved:** (Unknown) used by all tempory Model actors
* **Scale To Host:** overrides any scaling the actor has and sets it to the host actor
* **Suppress Creation Errors:** (Unknown)

### Actor - Fog Visibility

* Determines how the actor appears under the fog of war
* Not sure how it interacts with the UI - Fog Visibility under the Units data type

### Actor - Is Tentacle

* Used to determine if the actor is used for attaching tentacles
* Not sure if this field is vital for proper tentacle function

### Actor - Portrait Actor

* (Unknown) comes up with an error if set to anything other than PortraitActor

### Actor - Proximity Position

* Center Actor: (Unknown)
* Center Model Bounds: (Unknown)

### Actor - Sharing

* Determines to what degree the same actor is shared by a unit if there are multiple functions refering to it
* **Always:** means the actor is always shared
* **None:** means the actor is never shared
* **Per Effect Tree:** means that effects within an effect tree share the actor but different effect trees can't

### Actor - Snapshot Actor

* (Unknown) comes up with an error if set to anything other than Snapshot

### Animation - Animation Blend Time

* Affects the animation blend times for the model
* -1 Sets the blend time to the global animation blend time scale

### Animation - Glossary Animation

* The animation the unit plays when viewed in the glossary

### Animation - Walk Animation Movement Speed

* How fast the unit looks like it is moving
* Adjust this relative to the speed your missile unit moves at

### Art - Auto Scale Factor

* The scaling factor for all three dimensions unless specified otherwise

### Art - Model

* The model used for this actor
* Set under the Models data type

### Art - Model (Build)

* The model used for the build animation when the unit is under construction

### Art - Model (Editor)

* The placeholder model for looking at in the terrain editor
* Default is (None)

### Art - Model (Placement)

* The semi-transparent version of the model used when placing the unit/building in the editor and in-game

### Art - Model (Portrait)

* The model used for the portrait of the unit

### Art - Model Flags

* **Allow Hit Test:** (Unknown)
* **Ignore Walkables:** (Unknown)
* **Needs Volume Monitor:** (Unknown)
* **Suppress Missing Attachment Errors:** (Unknown)
* **Suppress Player Decals:** (Unknown)
* **Update Visibility:** (Unknown)
* **Use Synchronous Seed:** (Unknown)

### Art - Random Scale Range

* A random value between the minimal and maximum is chosen and applied to the x, y and z dimensions of the model

### Art - Scale

* Scale of the model in the x, y and z dimensions
* The scale can also be set under the model used in the models data type

### Combat - Custom Death - Animation Properties

* The animation played for the custom death

### Combat - Custom Death - Name

* The string of the custom death refered to by the Death Custom event

### Combat - Custom Death - Sound

* Sound played when the unit undergoes the custom death

### Combat - Death Actor Model

* The actor that controls the Combat - Death Effects - Model shown on unit death

### Combat - Death Actor Model Low

* The actor that controls the Combat - Death Effects - Model shown on unit death when graphics are set to low quality

### Combat - Death Actor Sound

* The actor that controls the Combat - Death Effects - Sound when the unit dies

## Combat - Death Actor Voice=

* The actor that controls the Combat - Death Effects - Voice Link when the unit dies

### Combat - Death Effects - Animation Properties

* The animation tags determining the Combat - Death Effects - Model animations that are played on each death type

### Combat - Death Effects - Model

* The model used for the death effects when killed by each death type

### Combat - Death Effects - Sound

* The sound from the Sounds data type played on unit death when destroyed by each death type

### Event - Events+

* Series of minitriggers that determine the motions and visual effects of the actor
* Make sure the various events resulting in the actor creation are linked to the desired unit
* More details about the actor Events.

### Event - Macros

* The Event Macro actors used to supplement the events

### Hosting - Host - 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 - Fail If No Host

* Causes the model to be automatically destroyed if no host is found

### Hosting - Host - 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 - Subject

* The actor that this actor is hosted on
* Can use \_Unit or \_Selectable for undefined hosting eg. buffs

### Hosting - Host For Properties - 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 For Properties - Fail If No Host

Causes the model to be automatically destroyed if no host is found

### Hosting - Host For Properties - 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 For Properties - Subject

* Determines which actor this actor gets the properties for the Properties+ fields from
* If no actor is specified it defaults to the **Hosting - Host - Subject actor**

### Hosting - Host Return - Actor

* Used for determining the actor for returning missiles and tentacles

**Actor Find:** (Not Sure) means the actor has to be found using the scope (default for tentacles)
**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 Return - Effect

* Used for determining the actor for returning missiles and tentacles
* Usually the Launch Missile effect for tentacles

### Hosting - Host Return - Fail If No Host

* Causes the model to be automatically destroyed if no host is found

### Hosting - Host Return - Scope

* **Implicit:** is the default
* **Scope Caster:** (Unknown) default for tentacles
* **Scope Effect:** (Unknown)
* **Scope Missile:** (Unknown)
* **Scope Outer:** (Unknown)
* **Scope Source:** (Unknown)
* **Scope Target:** (Unknown)

### Hosting - Host Return - Subject

* The actor the missile actor returns to if the Return flag of the Launch Missile effect is enabled

### Hosting - Host Return Site Operations - Hold Position

* (Unknown) since it appears contradictory that you would want the actor not to alter the position when returning
* Locks the model in position according to the global 2D grid system but still allows for rotation relative to the host unit

### Hosting - Host Return Site Operations - Hold Rotation

* Prevents the model turning relative to the host and locks it in the direction it was facing when beginning to return in relative to the global 2D grid system while still allowing movement

### Hosting - Host Return Site Operations - Operations

* This field is for applying the Site Operation actors applied to the Hosting - Host Return - Subject actor on return
* Usually only the attachment point for tentacles

### Hosting - Host Site Operations - Hold Position

* Locks the model in position according to the global 2D grid system but still allows for rotation relative to the host unit

### Hosting - Host Site Operations - Hold Rotation

* Prevents the model turning relative to the host and locks it in the direction it was created in relative to the global 2D grid system while still allowing movement

### Hosting - Host Site Operations - Operations

* This field is for applying all SOps that affect this actor
* Determines where it is attached, the offset, the rotation and alot more
* The order in the list is important with SOps being applied from top to bottom so an offset, offset and rotation is not the same as an offset, rotation and an offset
* For more details about SOps please look at the individual pages for each SOp

### Hosting - Host Supporter - Actor

* **Actor Find:** (Not Sure) means the actor has to be found using the scope, default for tentacles
* **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)
* The Launch Missile effect is the default for tentacles

### Hosting - Host Supporter - Fail If No Host

* Causes the model to be automatically destroyed if no host is found

### Hosting - Host Supporter - Scope

**Implicit:** is the default
**Scope Caster:** (Unknown) default for tentacles
**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
* Set to the model with the tentacle

### Hosting - Hosted Attachments - Attachment Query - Fallback

* Attachment point that is automatically selected if **Hosting - Hosted Attachments - Attachment Query - Methods** fails to find a valid attachment point
* Only actors that use these fields are non missile actors with tentacles

### Hosting - Hosted Attachments - Attachment Query - Methods

* Attachment methods used or direct attachment reference for attaching
* Please refer to Attach Methods data type for more details
* With direct reference to an attachment point make sure you use the right index number (able to be seen in the previewer under Attachment Points)
* Only actors that use these fields are non missile actors with tentacles

### Hosting - Hosted Attachments - Host - 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 - Hosted Attachments - Host - Fail If No Host

* Causes the model to be automatically destroyed if no host

### Hosting - Hosted Attachments - Host - Scope

* **Implicit:** is the default
* **Scope Caster:** (Unknown)
* **Scope Effect:** (Unknown)
* **Scope Missile:** (Unknown)
* **Scope Outer:** (Unknown)
* **Scope Source:** (Unknown)
* **Scope Target:** (Unknown)

### Hosting - Hosted Attachments - Host Site Operations - Operations

* (Unknown)
* What is known is that SOps in these fields can cause the actor to fall off the host actor and remain detached in the position where this happens

### Hosting - Hosted Attachments - Name

* (Unknown)
* Only actors that use these fields are non missile actors with tentacles

### Hosting - Pre Host

* (Unknown) presumed to be actor launched from
* If nothing in this field seems to launch from location of the Launch Missile effect
* Default is the generic Action actor alias of \_ActorAction

### 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 - Ability Sounds - Ability Command

* The abilities of the unit that you want to produce a sound when the button is clicked
* As most missiles travel too fast or cannot be clicked this field is redundant

### Sound - Ability Sounds - Group Sound

* The sound played when a group units use the ability
* As most missiles travel too fast or cannot be clicked this field is redundant

### Sound - Ability Sounds - Sound

* The sound played when the ability buttons are clicked
* As most missiles travel too fast or cannot be clicked this field is redundant

### Sound - Group Sounds

* Sounds/voices produced by the unit when a group of the unit are highlighted/clicked/ordered
* **Attack:** is the sound made when odered to attack a target or attack move
* **Birth:** is the sound produced when the unit is created
* **Board:** is the sound produced when loaded into a unit with the Transport ability
* **Click:** (Unknown)
* **Click Error:** (Unknown)
* **Construction:** is the sound made if the unit is still under construction
* **Highlight:** is the sound made when the unit is highlighted
* **Movement:** is the sound made when moving
* **Pissed:** is the sound made when the unit is clicked too often
* **Ready:** (Unknown)
* **Sound Help:** is the sound made when the unit calls for help
* **Turning:** is the sound made when the unit is turning
* **What:** is the sound made if clicked repeatedly
* **Yes:** is the sound made when odered to move/cast an ability
* As most missiles travel too fast or cannot be clicked this field is redundant

### Sound - Placement Sound

* The sound made when the unit is being placed

### Sound - Sounds

* The sounds made by an individual unit when highlighted/clicked/ordered
* **Attack:** is the sound made when odered to attack a target or attack move
* **Birth:** is the sound produced when the unit is created
* **Board:** is the sound produced when loaded into a unit with the Transport ability
* **Click:** (Unknown)
* **Click Error:** (Unknown)
* **Construction:** is the sound made if the unit is still under construction
* **Highlight:** is the sound made when the unit is highlighted
* **Movement:** is the sound made when moving
* **Pissed:** is the sound made when the unit is clicked too often
* **Ready:** (Unknown)
* **Sound Help:** is the sound made when the unit calls for help
* **Turning:** is the sound made when the unit is turning
* **What:** is the sound made if clicked repeatedly
* **Yes:** is the sound made when odered to move/cast an ability
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Bar Distance

* Sets the unit's bar distance relative to the camera
* Increasing the value makes the bar closer to the camera and appear bigger
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Bar Offset

* How high above the unit the bar appears
* Scaled by **UI - Bar Distance**

### UI - Errors - Group Sound

* The sound produced by a group of the unit when the error message occurs

### UI - Errors - Sound

* The sound produced by the unit when the error message occurs

### UI - Group Icon - Image

* The texture used to represent the unit when in a group
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Group Icon Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the group icon
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Group Icon Variations - Number

* Assigns the texture to a variation number

### UI - Hero Icon

* If the unit has the Hero flag checked under the **Unit: Flags** of the unit then this is the texture shown for the hero at the lower right of the screen
* Seems to be broken since the recent patch
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Hero Icon Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the hero icon
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Hero Icon Variations - Number

* Assigns the texture to a variation number

### UI - Highlight Tooltip

* The text shown when the unit is highlighted unless the Cannot Be Highlighted flag is checked under the Unit - Flags of the unit
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Life Armor Icon

* The texture used for the unit's life armor icon
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Minimap Icon

* The texture used for the unit on the minimap
* Only use for units that are not in a very high number
* Unless the single missile if able to be considered important enough to deserve one ("Strategic launch detected!") forget this

### UI - Name Offset

* (Unknown) seems to be larger value for most structures
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Shield Armor Icon

* The texture used for the icon of the shield armor of the unit
* Default is the protoss shield icon
* This is commonly overlooked by map makers when making abilities that add shields to the unit
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Status Bar Flags

* The various bars that can be shown over the unit's head
* **Cargo:** shows the white cargo bar if it has the Transport ability
* **Duration:** shows the remaining duration of Buff behaviors if they have the UI - Display Countdown field set to show the duration
* **Energy:** shows the proportion of the maximum energy it has if it has any energy at all
* **Life:** shows the proportion of the maxiumum life the unit has
* **Progress:** shows the progress bar for the unit when under construction if it has the Progress ability
* **Shields:** shows the proportion of the maximum shields the unit has if it has any at all
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Status Bar Groups

* Determines who can see the status bar
* Can prevent people watching replays from seeing the bar

### UI - Status Colors - Background Color

* Determines the colours of the borders and block seperations of the status bars

### UI - Status Colors - Colors

* Determines the colours of the status bars
* For a status index the color begins at the highest number and decreases as the bar is emptied in equal amounts
* Different color numbers can have the same colour to make the colour change not appear linear eg. life
* The colours for the Life status affects the UI - Wireframe - Image

### UI - Status Colors - Empty Color

* The colour of the various status bars when emptied
* Partially filled blocks will fade from the filled colour to the empty colour without mixing

### UI - Unit Border Subgroup Color

* The colour of the borders of the unit UI - Group Icon - Image texture when multiple units are selected

### UI - Unit Icon

* The texture displayed if the unit is assigned to a control group (Ctrl + 0-9)
* As most missiles travel too fast or cannot be clicked and are usually suicidal, this field is redundant

### UI - Unit Icon Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the unit icon
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Unit Icon Variations - Number

* Assigns the texture to a variation number

### UI - Unit Kill Rank - Minimum Kills

* The number of kills needed to obtain each kill rank
* As the missile dies on impact and usually cannot be clicked this field is relatively pointless

### UI - Unit Kill Rank - Text

* The text displayed for each rank
* Can be anything from Monstrosity to Adept

### UI - Wireframe - Image

* The textures shown above the unit's life which adjusts colour with the UI - Status Colors - Colors
* Changes texture as the life bar depletes

### UI - Wireframe Shield - Image

* The textures for the shield shown above the unit's life which adjusts colour with the UI - Status Colors - Colors
* Changes texture as the shield bar depletes
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Wireframe Shield Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the wireframe for the shield
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Wireframe Shield Variations - Number

* Assigns the texture to a variation number

### UI - Wireframe Variations - Image

* If the actor has variations like the dark templar this field can be used to have several different textures as variations for the wireframe for the unit
* As most missiles travel too fast or cannot be clicked this field is redundant

### UI - Wireframe Variations - Number

* Assigns the texture to a variation number

### Unit - Unit Flags

* **Show Blob Shadow:** (Unknown)
* **Stand Animation Birth Variation:** (Unknown)
* **Suppress Creation Errors:** (Unknown)
* **Suppress Stand Intro:** (Unknown)
* **Suppress Walk Intro:** (Unknown)
* **Suppress Walk Outro:** (Unknown)

## Related

* Units
* Launch Missile
* Action