Data/Actors/HostedProps

### **Model Scale**

Scale based of the *Scale Minimum,* *Maximum* defined in the Models Tab, also called *Absolute Scale* can be modified by the *SetScaleAbsolute* actor message

```
**Blizzard description**: *BaseModelScale enables artists and designers to quickly modify the scale of an in game model by modifying its ModelData.xml entry, rather than going to MAX and re-exporting the art.  This is very useful, though it has some unexpected consequences.  For instance, it would be useful to have a model with a baseModelScale be treated as if it were the 'real' object at scale 1; i.e. if a user sets its scale to 2 the system should not lose the baseModelScale if the user decides to scale of the object's CActorModel back to 1.  The user would expect the model to go back to its original baseModelScale scale, not the actual MAX scale of 1.  This means it is not possible to simply incorporate BaseModelScale into the main Scale hosted prop -- it must be kept separate, so it can easily be removed or added as necessary.  As an other example, if the user hosts a Zealot of of itself, he'd expect the models to both be the same size, rather than having the hosted one be a different size -- but this is exactly what happens if baseModelScale isn't stripped from the multiplication chain -- the child Zealot model is a different size than the parent model.   On the other hand, inheriting baseModelScale is perfectly appropriate for cases like splats, where the user typically wants to scale the splat to the model above it, including baseModelScale.*

```

### **Cast Shadows**

Determines whether a model casts shadows or not.  This is useful for UI-oriented models in the game world, since it can be visually confusing if they cast shadows.

### **Cloak Effect**

Determines the kind of cloaking FX displayed by the model.  A cloaked unit looks different to allies and enemies, and has another set of visuals when it is detected by enemies.

### **Creep Engulfment**

Controls whether a model has creep appear on its surface, if creep is on the terrain beneath the model.

### **Decal**

Enables hosted models to inherit the decal textures of the models off of which they are hosted.

### **Local Tint Color**

Tint Colors that are only shown for the local player. (Can be applied with SetLocalTintColor actor message)

### **Model Materials**

Enables whether Model Materials (CActorModelMaterial) are applied to the hosted models (also called Glazes)

### **Opacity**

Controls the alpha value of the actor.  Supports multiple parallel named animated opacities simultaneously, so that multiple clients (engine code or user data) can affect an actor's transparency without interfering with one another.

### **Scale**

Controls the scale of the actor.  Supports multiple parallel named, animated, blended scales simultaneously, so that multiple clients (engine code or user data) can affect an actor's scale without interfering with one another.

### **Team Color**

Controls the team color of the actor.  Supports multiple parallel named, animated, blended team colors simultaneously, so that multiple clients (engine code or user data) can affect an actor's team color without interfering with one another.

### **Time Scale**

Enables an actor to inherit the global animation time scale from another actor.  Supports multiple parallel named global time scales simultaneously, so that multiple clients (engine code or user data) can affect the actor's animation time scale without interfering with one another.  This means a spell can temporarily increase a unit's apparent speed without having to restore upon completion whatever time scale existed on the actor before the spell was cast.

### **Tint Color**

Controls the tint color of the actor.  Supports multiple parallel named, animated, blended tint colors simultaneously, so that multiple clients (engine code or user data) can affect an actor's tint color without interfering with one another.  Can be used to create many types of exotic strobing visual FX.

### **Visibility**

Determines whether a model appears or not.  An invisible unit does not render at all.

### **Warp Group**

Enables whether Warp Groups are transferred to hosted actors, provided their materials are set to support Warp Groups. Warp groups is the visual stretching that happens to models when they are effected by Mothership Vortex ability