# Save Data Table Value (Objective)
Grammar — Save value as name in the scope|Global/Local data table
Flags —Native
|Action
Saves an objective 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
<objective> — Value
Returns — void
native void DataTableSetObjective(
bool global,
string name,
int 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
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:6324
ObjectiveCreate(lv_name, libSwaC_gf_MissionObjectiveDescription(lp_objectiveData), c_objectiveStateActive, libSwaC_gf_ZS_GetObjectiveTypeBoolean(lp_objectiveData));
DataTableSetObjective(true, libSwaC_gf_ZS_ObjectiveTableString(lp_objectiveData), ObjectiveLastCreated());
libSwaC_gf_ZS_SetObjectiveProgressData(lp_objectiveData, 0, false);
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignMissionLib.galaxy:2611
ObjectiveCreate(lv_name, libVoiC_gf_MissionObjectiveDescription(lp_objectiveData), c_objectiveStateActive, libVoiC_gf_PS_GetObjectiveTypeBoolean(lp_objectiveData));
DataTableSetObjective(true, libVoiC_gf_PS_ObjectiveTableString(lp_objectiveData), ObjectiveLastCreated());
if ((libVoiC_gf_PS_ObjectiveCountsDown(lp_objectiveData) == false)) {
libVCMI_gf_SetMissionObjectiveProgress(lp_objectiveData, 0);
mods/missionpacks/campaigncommon.sc2mod — base.sc2data/LibCMMI.galaxy:127
ObjectiveCreate(lv_name, libComC_gf_MissionObjectiveDescription(lp_objectiveData), c_objectiveStateActive, libComC_gf_CC_ObjectiveTypeBoolean(lp_objectiveData));
DataTableSetObjective(true, libComC_gf_CC_ObjectiveTableString(lp_objectiveData), ObjectiveLastCreated());
if ((libComC_gf_CC_ObjectiveCountsDown(lp_objectiveData) == false)) {
libCMMI_gf_SetMissionObjectiveProgress(lp_objectiveData, 0);
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:9266
lv_bonusText = libCOOC_gf_CS_CampaignObjectiveBonusText(lp_objectiveData);
ObjectiveCreate(lv_name, libCOOC_gf_MissionObjectiveDescription(lp_objectiveData), c_objectiveStateActive, libCOOC_gf_CS_GetObjectiveTypeBoolean(lp_objectiveData));
DataTableSetObjective(true, libCOOC_gf_CS_ObjectiveTableString(lp_objectiveData), ObjectiveLastCreated());
if ((libCOOC_gf_CS_ObjectiveCountsDown(lp_objectiveData) == false)) {
if ((libCOOC_gf_MissionObjectiveItemCount(lp_objectiveData) == 1)) {
mods/voidprologue.sc2mod — base.sc2data/LibA3DDD02B.galaxy:4859
ObjectiveCreate(lv_name, libA3DDD02B_gf_MissionObjectiveDescription(lp_objectiveData), c_objectiveStateActive, libA3DDD02B_gf_PP_GetObjectiveTypeBoolean(lp_objectiveData));
DataTableSetObjective(true, libA3DDD02B_gf_PP_ObjectiveTableString(lp_objectiveData), ObjectiveLastCreated());
libA3DDD02B_gf_PP_MissionObjectiveProgressDataSet(lp_objectiveData, 0, false);
}