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.functionsstates.*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 radiusfloat exponentbool dispersedDataBlockIntegrityDamage 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 impactUnitSelfbool impactUnitAlliesbool impactUnitHostilesbool impactUnitCompositesbool impactProjectilesbool impactPropsstring fxDetonation (nullable)float fxDetonationScalestring 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 offsetstring 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 smoothedbool positionOverrideVector3 positionstring positionFromEntityName (nullable)bool rotationXOverridefloat rotationXbool rotationYOverridefloat rotationYbool zoomOverridefloat zoomfloat 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 chanceList<ICombatFunction> functions (nullable)!CombatChanceGroup
chance: 0.5
functions: []
No general description available
bool fogChangeInstantfloat fogIntensityTargetfloat fogProgressionSpeed!CombatChangeFog
fogChangeInstant: false
fogIntensityTarget: 0.33
fogProgressionSpeed: 0.2
No general description available
float timefloat delayfloat densityGlobalfloat densityDistancefloat densityHeightfloat heightOffset!CombatChangeFogCustom
time: 0
delay: 0
densityGlobal: 0
densityDistance: 0
densityHeight: 0
heightOffset: 0
No general description available
float timestring key (nullable)
DataMultiLinkerCombatComms database key!CombatCreateCommsMessage
time: 0
key: ''
No general description available
bool clearQueueList<DataBlockScenarioCommLink> comms (nullable)!CombatCreateCommsMessageGroup
clearQueue: false
comms:
- time: 0
hidden: false
key: ''
No general description available
float delayVector3 targetint damage!CombatCreateDamage
delay: 0
target:
x: 0
y: 0
z: 0
damage: 0
No general description available
float delaystring unitNameInternal (nullable)bool weaponPrimarybool rangeOptimizedVector3 positionTargetedVector3 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 delaystring 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 delayRangeList<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 tagsUsedSortedDictionary<string,bool> tags (nullable)List<string> blueprintKeys (nullable)
DataMultiLinkerUnitComposite database keystring instanceNameOverride (nullable)TargetFromSource target (nullable)int levelOffsetbool friendlybool controllablebool 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 unscaledfloat delayMinfloat delayMaxint repeatsList<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 unitsfloat proportionfloat 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: ''