# Save Data Table Value (Actor Scope)
Grammar — Save value as name in the scope|Global/Local data table
Flags —Native|Action
Saves an actor scope 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> — Scope
- string— Name
- actorscope— Value
Returns — void
native void DataTableSetActorScope(
	bool global,
	string name,
	actorscope 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
— None found —