# Save Data Table Value (Dialog)

Grammar — Save value as name in the scope|Global/Local data table
FlagsNative | Action

Saves a dialog 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
  • int [ dialog ] — Value

Returns — void

native void DataTableSetDialog(
	bool global,
	string name,
	int val,
);

Category: Data Table / Save Value

# Examples

# campaigns/swarm.sc2campaign

MapScript.galaxy

// L2362
DataTableSetDialog(true, ("Shuttle_" + IntToString(UnitGetTag(EventUnitTargetUnit()))), lv_warpAwayBar)
// L2362
DataTableSetDialog(true, ("Shuttle_" + IntToString(UnitGetTag(EventUnitTargetUnit()))), lv_warpAwayBar)

# campaigns/voidstory.sc2campaign

VoidCampaignUILib.galaxy

// L4361
DataTableSetDialog(true, libVCUI_gf_PU_ProgressBarUnit_DialogNameOld(lp_unit, libVCUI_ge_PU_ProgressBarUnit_DialogTypesOld_ProgressBar_Dialog), lv_progressBarDialog)
// L4410
DataTableSetDialog(true, libVCUI_gf_PU_ProgressBarUnit_DialogNameOld(lp_unit, libVCUI_ge_PU_ProgressBarUnit_DialogTypesOld_ProgressBar_Dialog), lv_noDialog)

# mods/starcoop/starcoop.sc2mod

LibCOUI.galaxy

// L3442
DataTableSetDialog(true, libCOUI_gf_CU_ProgressBarUnit_DialogNameOld(lp_unit, libCOUI_ge_CU_ProgressBarUnit_DialogTypesOld_ProgressBar_Dialog), lv_progressBarDialog)
// L3491
DataTableSetDialog(true, libCOUI_gf_CU_ProgressBarUnit_DialogNameOld(lp_unit, libCOUI_ge_CU_ProgressBarUnit_DialogTypesOld_ProgressBar_Dialog), lv_noDialog)