General purpose combat functions are typically about affecting global combat state. Check unit-targeted functions for state changes involving specific units. General purpose combat functions are used in:
steps.*.functions
*
: step keystates.*1.effectsPerIncrement.*2.functions
states.*1.effectsPerIncrement.*2.functionsPerUnit.functions
*1
: state key*2
: reaction indexThe signature is void Run ()
.
No general description available
!ClearBaseCombatMemory {}
No general description available
TargetFromSource target
(nullable)float radius
float exponent
bool dispersed
DataBlockIntegrityDamage integrity
(nullable)DataBlockFloat concussion
(nullable)DataBlockFloat heat
(nullable)DataBlockFloat stagger
(nullable)DataBlockInflictedStatusBuildup statusBuildup
(nullable)DataBlockFloat crash
(nullable)DataBlockScenarioSubcheckUnit targetCheck
(nullable)List<ICombatFunctionTargeted> functionsOnHit
(nullable)bool impactUnitSelf
bool impactUnitAllies
bool impactUnitHostiles
bool impactUnitComposites
bool impactProjectiles
bool impactProps
string fxDetonation
(nullable)float fxDetonationScale
string fxArea
(nullable)string fxHit
(nullable)string audioDetonation
(nullable)!CombatAreaOfEffectFromSource
target:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
radius: 10
exponent: 2
dispersed: true
integrity:
normalized: false
leveled: false
f: 0
concussion:
f: 0
heat:
f: 0
stagger:
f: 0
statusBuildup:
key: ''
amount: 1
crash:
f: 0
targetCheck:
exportCountToMemory:
key: combat_sc_targets_present
exportEntitiesToBlackboard:
key: tgt
indexed: false
tags:
'': false
name:
nameInternal: ''
faction:
key: Phantoms
state:
unitActive:
present: false
unitMobile:
present: false
unitHidden:
present: false
unitWrecked:
present: false
unitDisabled:
present: false
pilotMissing:
present: false
pilotDead:
present: false
pilotConcussed:
present: false
pilotActive:
present: false
actionPlanned:
key: ''
actionCount:
i: 0
targetUnit:
nameInternal: ''
targetPosition:
position:
x: 0
y: 0
z: 0
radius: 0
targetVisibleModes:
- Simulating
targetVisibleStateValues:
'': false
locationOccupied:
present: false
locationOccupiedUnlinked:
locationSourceName: ''
locationSource: State
occupied:
present: false
distance:
check: Less
value: 0
relativeTransform:
origin:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
directionOriginRotation:
x: 0
y: 0
z: 0
directionDot:
check: Less
value: 0
directionDotFlat:
check: Less
value: 0
directionAngle:
check: Less
value: 0
distance:
socketStatSource: ''
range:
x: 0
y: 0
blueprints:
'': false
classes:
'': false
stats:
'':
check: Less
value: 0
statsNormalized:
'':
check: Less
value: 0
actionsInProgress:
'': false
functions: []
functionsOnHit: []
impactUnitSelf: true
impactUnitAllies: true
impactUnitHostiles: true
impactUnitComposites: true
impactProjectiles: false
impactProps: true
fxDetonation: ''
fxDetonationScale: 1
fxArea: ''
fxHit: ''
audioDetonation: ''
No general description available
Vector3 offset
string audio
(nullable)float delayScaled
!CombatAudioEvent
offset:
x: 0
y: 0
z: 0
audio: ''
delayScaled: 0
No general description available
string audioStateKey
(nullable)string value
(nullable)!CombatAudioState
audioStateKey: ''
value: ''
No general description available
string audioSyncKey
(nullable)float value
!CombatAudioSync
audioSyncKey: ''
value: 0
No general description available
bool smoothed
bool positionOverride
Vector3 position
string positionFromEntityName
(nullable)bool rotationXOverride
float rotationX
bool rotationYOverride
float rotationY
bool zoomOverride
float zoom
float delay
!CombatCameraChange
smoothed: true
positionOverride: false
position:
x: 0
y: 0
z: 0
positionFromEntityName: ''
rotationXOverride: false
rotationX: 45
rotationYOverride: false
rotationY: 180
zoomOverride: false
zoom: 0.5
delay: 0
No general description available
float chance
List<ICombatFunction> functions
(nullable)!CombatChanceGroup
chance: 0.5
functions: []
No general description available
bool fogChangeInstant
float fogIntensityTarget
float fogProgressionSpeed
!CombatChangeFog
fogChangeInstant: false
fogIntensityTarget: 0.33
fogProgressionSpeed: 0.2
No general description available
float time
float delay
float densityGlobal
float densityDistance
float densityHeight
float heightOffset
!CombatChangeFogCustom
time: 0
delay: 0
densityGlobal: 0
densityDistance: 0
densityHeight: 0
heightOffset: 0
No general description available
float time
string key
(nullable)
DataMultiLinkerCombatComms
database key!CombatCreateCommsMessage
time: 0
key: ''
No general description available
bool clearQueue
List<DataBlockScenarioCommLink> comms
(nullable)!CombatCreateCommsMessageGroup
clearQueue: false
comms:
- time: 0
hidden: false
key: ''
No general description available
float delay
Vector3 target
int damage
!CombatCreateDamage
delay: 0
target:
x: 0
y: 0
z: 0
damage: 0
No general description available
float delay
string unitNameInternal
(nullable)bool weaponPrimary
bool rangeOptimized
Vector3 positionTargeted
Vector3 originOffset
!CombatCreateProjectile
delay: 0
unitNameInternal: ''
weaponPrimary: true
rangeOptimized: true
positionTargeted:
x: 0
y: 0
z: 0
originOffset:
x: 0
y: 0
z: 0
No general description available
float delay
string blueprintKey
(nullable)
DataMultiLinkerCombatStrike
database keyTargetFromSource target
(nullable)!CombatCreateStrike
delay: 0
blueprintKey: ''
target:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
No general description available
DataBlockScenarioSubcheckUnitFilter unitFilter
(nullable)List<string> blueprintKeys
(nullable)
DataMultiLinkerCombatStrike
database keyVector2 delayRange
List<ITargetModifierFunction> modifiers
(nullable)!CombatCreateStrikeTargeted
unitFilter:
sort: None
unitLimit: -1
unitRepeats: false
exportEntitiesToBlackboardLimited:
key: tgt
indexed: false
exportCountToMemoryLimited:
key: combat_sc_targets_present
exportCountToMemory:
key: combat_sc_targets_present
exportEntitiesToBlackboard:
key: tgt
indexed: false
tags:
'': false
name:
nameInternal: ''
faction:
key: Phantoms
state:
unitActive:
present: false
unitMobile:
present: false
unitHidden:
present: false
unitWrecked:
present: false
unitDisabled:
present: false
pilotMissing:
present: false
pilotDead:
present: false
pilotConcussed:
present: false
pilotActive:
present: false
actionPlanned:
key: ''
actionCount:
i: 0
targetUnit:
nameInternal: ''
targetPosition:
position:
x: 0
y: 0
z: 0
radius: 0
targetVisibleModes:
- Simulating
targetVisibleStateValues:
'': false
locationOccupied:
present: false
locationOccupiedUnlinked:
locationSourceName: ''
locationSource: State
occupied:
present: false
distance:
check: Less
value: 0
relativeTransform:
origin:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
directionOriginRotation:
x: 0
y: 0
z: 0
directionDot:
check: Less
value: 0
directionDotFlat:
check: Less
value: 0
directionAngle:
check: Less
value: 0
distance:
socketStatSource: ''
range:
x: 0
y: 0
blueprints:
'': false
classes:
'': false
stats:
'':
check: Less
value: 0
statsNormalized:
'':
check: Less
value: 0
actionsInProgress:
'': false
functions: []
blueprintKeys:
- ''
delayRange:
x: 0
y: 0
modifiers: []
No general description available
bool tagsUsed
SortedDictionary<string,bool> tags
(nullable)List<string> blueprintKeys
(nullable)
DataMultiLinkerUnitComposite
database keystring instanceNameOverride
(nullable)TargetFromSource target
(nullable)int levelOffset
bool friendly
bool controllable
bool navigationSampled
!CombatCreateUnitComposite
tagsUsed: false
tags:
'': false
blueprintKeys:
- ''
instanceNameOverride: ''
target:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
levelOffset: 0
friendly: false
controllable: false
navigationSampled: false
Allows delaying a group of functions
bool unscaled
float delayMin
float delayMax
int repeats
List<ICombatFunction> functions
(nullable)!CombatDelayGroup
unscaled: false
delayMin: 0
delayMax: 0
repeats: 1
functions: []
No general description available
TargetFromSource target
(nullable)DataBlockAsset asset
(nullable)float delay
!CombatEffectSpawn
target:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
asset:
key: ''
scale:
x: 1
y: 1
z: 1
delay: 0
No general description available
List<TargetFromSource> targets
(nullable)DataBlockAsset asset
(nullable)float delay
!CombatEffectSpawnRandom
targets:
- type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
asset:
key: ''
scale:
x: 1
y: 1
z: 1
delay: 0
No general description available
TargetFromSource target
(nullable)DataBlockAsset asset
(nullable)List<EffectSequenceEntry> sequence
(nullable)!CombatEffectSpawnSequence
target:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
asset:
key: ''
scale:
x: 1
y: 1
z: 1
sequence:
- delay: 0
position:
x: 0
y: 0
z: 0
rotation:
x: 0
y: 0
z: 0
No general description available
DataBlockLocString data
(nullable)string colorKey
(nullable)
DataMultiLinkerUIColor
database key!CombatLogMessage
data:
textSector: ui_combat
textKey: ''
colorKey: ''
No general description available
string colorKey
(nullable)
DataMultiLinkerUIColor
database keystring text
(nullable)!CombatLogMessageUnlocalized
colorKey: ''
text: ''
No general description available
string value
(nullable)!CombatMusicLinearOverride
value: ''
Allows selecting and/or focusing a specific unit with a known internal name. Primarily used for unique scenarios with directly defined units.
string nameInternal
: Internal name of the targeted persistent unit entity (nullable)bool select
: Whether a unit should be selected on the timelinebool focus
: Whether a unit should be focused by the camerafloat delay
!CombatSelectUnit
nameInternal: ''
select: true
focus: true
delay: 0
No general description available
string key
(nullable)bool scoped
!CombatStateScopeChange
key: ''
scoped: false
No general description available
string key
(nullable)bool value
!CombatStateValueChange
key: ''
value: false
No general description available
DataBlockScenarioSubcheckUnitFilter unitFilter
(nullable)DataBlockScenarioUnitChange change
(nullable)!CombatUnitsApplyChanges
unitFilter:
sort: None
unitLimit: -1
unitRepeats: false
exportEntitiesToBlackboardLimited:
key: tgt
indexed: false
exportCountToMemoryLimited:
key: combat_sc_targets_present
exportCountToMemory:
key: combat_sc_targets_present
exportEntitiesToBlackboard:
key: tgt
indexed: false
tags:
'': false
name:
nameInternal: ''
faction:
key: Phantoms
state:
unitActive:
present: false
unitMobile:
present: false
unitHidden:
present: false
unitWrecked:
present: false
unitDisabled:
present: false
pilotMissing:
present: false
pilotDead:
present: false
pilotConcussed:
present: false
pilotActive:
present: false
actionPlanned:
key: ''
actionCount:
i: 0
targetUnit:
nameInternal: ''
targetPosition:
position:
x: 0
y: 0
z: 0
radius: 0
targetVisibleModes:
- Simulating
targetVisibleStateValues:
'': false
locationOccupied:
present: false
locationOccupiedUnlinked:
locationSourceName: ''
locationSource: State
occupied:
present: false
distance:
check: Less
value: 0
relativeTransform:
origin:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
directionOriginRotation:
x: 0
y: 0
z: 0
directionDot:
check: Less
value: 0
directionDotFlat:
check: Less
value: 0
directionAngle:
check: Less
value: 0
distance:
socketStatSource: ''
range:
x: 0
y: 0
blueprints:
'': false
classes:
'': false
stats:
'':
check: Less
value: 0
statsNormalized:
'':
check: Less
value: 0
actionsInProgress:
'': false
functions: []
change:
flags:
visible: true
playerControllable: false
aiControllable: false
aiControllableNextTurn: false
destruction:
delay: 0
transform:
position:
x: 0
y: 0
z: 0
rotation: 0
actions:
- key: ''
startTime: 0
startTimeIsLocal: true
locked: false
durationVariable:
f: 0
targetLocal:
grounded: false
groundOffset: 0
target:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
targetSecondary:
eased: false
mode: Linear
midpointOffsetLocal:
x: 0
y: 0
z: 0
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
targetUnitFiltered:
average: false
directional: false
relative: false
filter:
exportCountToMemory:
exportEntitiesToBlackboard:
tags:
name:
faction:
state:
actionPlanned:
locationOccupied:
locationOccupiedUnlinked:
relativeTransform:
blueprints:
classes:
stats:
statsNormalized:
actionsInProgress:
functions:
targetUnitLocalOffsets:
eased: false
linear: true
from:
x: 0
y: 0
z: 0
to:
x: 0
y: 0
z: 0
movementCustom:
align: true
raycast: true
raycastDrop: false
raycastOffset: 0
raycastPitch: 90
functionsTimed:
- timeNormalized: 0
repeat:
timeNormalizedEnd: 0.05
count: 1
functions: []
functionsOnAction: []
functions: []
No general description available
DataBlockScenarioSubcheckUnitFilter unitFilter
(nullable)!CombatUnitsClearActions
unitFilter:
sort: None
unitLimit: -1
unitRepeats: false
exportEntitiesToBlackboardLimited:
key: tgt
indexed: false
exportCountToMemoryLimited:
key: combat_sc_targets_present
exportCountToMemory:
key: combat_sc_targets_present
exportEntitiesToBlackboard:
key: tgt
indexed: false
tags:
'': false
name:
nameInternal: ''
faction:
key: Phantoms
state:
unitActive:
present: false
unitMobile:
present: false
unitHidden:
present: false
unitWrecked:
present: false
unitDisabled:
present: false
pilotMissing:
present: false
pilotDead:
present: false
pilotConcussed:
present: false
pilotActive:
present: false
actionPlanned:
key: ''
actionCount:
i: 0
targetUnit:
nameInternal: ''
targetPosition:
position:
x: 0
y: 0
z: 0
radius: 0
targetVisibleModes:
- Simulating
targetVisibleStateValues:
'': false
locationOccupied:
present: false
locationOccupiedUnlinked:
locationSourceName: ''
locationSource: State
occupied:
present: false
distance:
check: Less
value: 0
relativeTransform:
origin:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
directionOriginRotation:
x: 0
y: 0
z: 0
directionDot:
check: Less
value: 0
directionDotFlat:
check: Less
value: 0
directionAngle:
check: Less
value: 0
distance:
socketStatSource: ''
range:
x: 0
y: 0
blueprints:
'': false
classes:
'': false
stats:
'':
check: Less
value: 0
statsNormalized:
'':
check: Less
value: 0
actionsInProgress:
'': false
functions: []
No general description available
string instanceKey
(nullable)string unitKey
(nullable)List<ICombatFunctionTargeted> functionsTargeted
(nullable)!CombatUnitTargetCompositeNamed
instanceKey: ''
unitKey: ''
functionsTargeted: []
No general description available
string message
(nullable)!Log
message: ''
No general description available
List<DataBlockMemoryChangeFloat> changes
(nullable)!ModifyMemoryBase
changes:
- change: Offset
key: ''
value: 1
valueFromMemory: false
valueFromMemoryKey: ''
No general description available
DataBlockMemoryChangeGroupScenario data
(nullable)!ModifyMemoryCombat
data:
context: Source
provinceKey: ''
changes: []
No general description available
int units
float proportion
float value
!ModifyUnitHealth
units: 4
proportion: 0.5
value: 0.5
No general description available
string key
(nullable)
DataMultiLinkerTutorial
database key!StartTutorial
key: ''
No general description available
string key
(nullable)!UnlockAchievement
key: ''