# Save Data Table Value (Actor)
Grammar — Save value as name in the scope|Global/Local data table
Flags —Native|Action
Saves an actor value into a data table. Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving.
# Arguments
bool<preset::DataScope> — Scopestring— Nameactor— Value
Returns — void
native void DataTableSetActor(
	bool global,
	string name,
	actor val,
);
# Related
Category: Data Table / Save Value
- Save Data Table Value (Ability Command) — 
void— DataTableSetAbilCmd - Save Data Table Value (Actor) — 
void— DataTableSetActor - Save Data Table Value (Actor Scope) — 
void— DataTableSetActorScope - Save Data Table Value (AI Filter) — 
void— DataTableSetAIFilter - Save Data Table Value (Bank) — 
void— DataTableSetBank - Save Data Table Value (Boolean) — 
void— DataTableSetBool - Save Data Table Value (Byte) — 
void— DataTableSetByte - Save Data Table Value (Camera Object) — 
void— DataTableSetCameraInfo - Save Data Table Value (Cinematic) — 
void— DataTableSetCinematic - Save Data Table Value (Color) — 
void— DataTableSetColor - Save Data Table Value (Control) — 
void— DataTableSetControl - Save Data Table Value (Conversation) — 
void— DataTableSetConversation - Save Data Table Value (Conversation Reply) — 
void— DataTableSetReply - Save Data Table Value (Dialog) — 
void— DataTableSetDialog - Save Data Table Value (Dialog Item) — 
void— libNtve_gf_SaveDataTableValueDialogItem - Save Data Table Value (Difficulty Level) — 
void— libNtve_gf_SaveDataTableValueDifficultyLevel - Save Data Table Value (Doodad) — 
void— DataTableSetDoodad - Save Data Table Value (Integer) — 
void— DataTableSetInt - Save Data Table Value (Marker) — 
void— DataTableSetMarker - Save Data Table Value (Objective) — 
void— DataTableSetObjective - Save Data Table Value (Order) — 
void— DataTableSetOrder - Save Data Table Value (Ping) — 
void— DataTableSetPing - Save Data Table Value (Planet) — 
void— DataTableSetPlanet - Save Data Table Value (Player Color) — 
void— libNtve_gf_SaveDataTableValuePlayerColor - Save Data Table Value (Player Group) — 
void— DataTableSetPlayerGroup - Save Data Table Value (Point) — 
void— DataTableSetPoint - Save Data Table Value (Portrait) — 
void— DataTableSetPortrait - Save Data Table Value (Real) — 
void— DataTableSetFixed - Save Data Table Value (Region) — 
void— DataTableSetRegion - Save Data Table Value (Revealer) — 
void— DataTableSetRevealer - Save Data Table Value (Sound) — 
void— DataTableSetSound - Save Data Table Value (Sound Link) — 
void— DataTableSetSoundLink - Save Data Table Value (String) — 
void— DataTableSetString - Save Data Table Value (Text) — 
void— DataTableSetText - Save Data Table Value (Text Tag) — 
void— libNtve_gf_SaveDataTableValueTextTag - Save Data Table Value (Timer) — 
void— DataTableSetTimer - Save Data Table Value (Transmission) — 
void— DataTableSetTransmission - Save Data Table Value (Transmission Source) — 
void— DataTableSetTransmissionSource - Save Data Table Value (Trigger) — 
void— DataTableSetTrigger - Save Data Table Value (Unit) — 
void— DataTableSetUnit - Save Data Table Value (Unit Filter) — 
void— DataTableSetUnitFilter - Save Data Table Value (Unit Group) — 
void— DataTableSetUnitGroup - Save Data Table Value (Unit Reference) — 
void— DataTableSetUnitRef - Save Data Table Value (Wave) — 
void— DataTableSetWave - Save Data Table Value (Wave Info) — 
void— DataTableSetWaveInfo - Save Data Table Value (Wave Target) — 
void— DataTableSetWaveTarget 
# Examples
mods/heroesdata.stormmod — base.stormdata/TriggerLibs/HeroesLib.galaxy:3319
    // Automatic Variable Declarations
    // Implementation
    DataTableSetActor(true, libCore_gf__UnitDataName(libCore_ge__UnitDataType_Actor, lp_unit, lp_index), lp_actor);
}
mods/swarm.sc2mod — base.sc2data/TriggerLibs/SwarmLib.galaxy:152
    // Automatic Variable Declarations
    // Implementation
    DataTableSetActor(true, libHots_gf__UnitDataName(libHots_ge__UnitDataType_Actor, lp_unit, lp_index), lp_actor);
}