# Save Data Table Value (Dialog)
Grammar — Save value as name in the scope|Global/Local data table
Flags —Native
|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 ] — Scopestring
— Nameint
[ dialog ] — Value
Returns — void
native void DataTableSetDialog(
bool global,
string name,
int val,
);
# Related
Category: Data Table / Save Value
- [F] —
void
— Save Data Table Value (Ability Command) — ( DataTableSetAbilCmd ) - [F] —
void
— Save Data Table Value (Actor) — ( DataTableSetActor ) - [F] —
void
— Save Data Table Value (Actor Scope) — ( DataTableSetActorScope ) - [F] —
void
— Save Data Table Value (AI Filter) — ( DataTableSetAIFilter ) - [F] —
void
— Save Data Table Value (Bank) — ( DataTableSetBank ) - [F] —
void
— Save Data Table Value (Boolean) — ( DataTableSetBool ) - [F] —
void
— Save Data Table Value (Byte) — ( DataTableSetByte ) - [F] —
void
— Save Data Table Value (Camera Object) — ( DataTableSetCameraInfo ) - [F] —
void
— Save Data Table Value (Cinematic) — ( DataTableSetCinematic ) - [F] —
void
— Save Data Table Value (Color) — ( DataTableSetColor ) - [F] —
void
— Save Data Table Value (Control) — ( DataTableSetControl ) - [F] —
void
— Save Data Table Value (Conversation) — ( DataTableSetConversation ) - [F] —
void
— Save Data Table Value (Conversation Reply) — ( DataTableSetReply ) - [F] —
void
— Save Data Table Value (Dialog) — ( DataTableSetDialog ) - [F] —
void
— Save Data Table Value (Dialog Item) — ( libNtve_gf_SaveDataTableValueDialogItem ) - [F] —
void
— Save Data Table Value (Difficulty Level) — ( libNtve_gf_SaveDataTableValueDifficultyLevel ) - [F] —
void
— Save Data Table Value (Doodad) — ( DataTableSetDoodad ) - [F] —
void
— Save Data Table Value (Integer) — ( DataTableSetInt ) - [F] —
void
— Save Data Table Value (Marker) — ( DataTableSetMarker ) - [F] —
void
— Save Data Table Value (Objective) — ( DataTableSetObjective ) - [F] —
void
— Save Data Table Value (Order) — ( DataTableSetOrder ) - [F] —
void
— Save Data Table Value (Ping) — ( DataTableSetPing ) - [F] —
void
— Save Data Table Value (Planet) — ( DataTableSetPlanet ) - [F] —
void
— Save Data Table Value (Player Color) — ( libNtve_gf_SaveDataTableValuePlayerColor ) - [F] —
void
— Save Data Table Value (Player Group) — ( DataTableSetPlayerGroup ) - [F] —
void
— Save Data Table Value (Point) — ( DataTableSetPoint ) - [F] —
void
— Save Data Table Value (Portrait) — ( DataTableSetPortrait ) - [F] —
void
— Save Data Table Value (Real) — ( DataTableSetFixed ) - [F] —
void
— Save Data Table Value (Region) — ( DataTableSetRegion ) - [F] —
void
— Save Data Table Value (Revealer) — ( DataTableSetRevealer ) - [F] —
void
— Save Data Table Value (Sound) — ( DataTableSetSound ) - [F] —
void
— Save Data Table Value (Sound Link) — ( DataTableSetSoundLink ) - [F] —
void
— Save Data Table Value (String) — ( DataTableSetString ) - [F] —
void
— Save Data Table Value (Text) — ( DataTableSetText ) - [F] —
void
— Save Data Table Value (Text Tag) — ( libNtve_gf_SaveDataTableValueTextTag ) - [F] —
void
— Save Data Table Value (Timer) — ( DataTableSetTimer ) - [F] —
void
— Save Data Table Value (Transmission) — ( DataTableSetTransmission ) - [F] —
void
— Save Data Table Value (Transmission Source) — ( DataTableSetTransmissionSource ) - [F] —
void
— Save Data Table Value (Trigger) — ( DataTableSetTrigger ) - [F] —
void
— Save Data Table Value (Unit) — ( DataTableSetUnit ) - [F] —
void
— Save Data Table Value (Unit Filter) — ( DataTableSetUnitFilter ) - [F] —
void
— Save Data Table Value (Unit Group) — ( DataTableSetUnitGroup ) - [F] —
void
— Save Data Table Value (Unit Reference) — ( DataTableSetUnitRef ) - [F] —
void
— Save Data Table Value (Wave) — ( DataTableSetWave ) - [F] —
void
— Save Data Table Value (Wave Info) — ( DataTableSetWaveInfo ) - [F] —
void
— Save Data Table Value (Wave Target) — ( DataTableSetWaveTarget )
# Examples
# campaigns/swarm.sc2campaign
// L2362
DataTableSetDialog(true, ("Shuttle_" + IntToString(UnitGetTag(EventUnitTargetUnit()))), lv_warpAwayBar)
// L2362
DataTableSetDialog(true, ("Shuttle_" + IntToString(UnitGetTag(EventUnitTargetUnit()))), lv_warpAwayBar)
# campaigns/voidstory.sc2campaign
// 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
// 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)