# Save Data Table Value (Unit Reference)
Grammar — Save value as name in the scope|Global/Local data table
Flags —Native
|Action
Saves a unit value into a data table. If a unit variable is used, the current value of the variable will be checked whenever this value is retrieved from the 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
— Nameunitref
<unit> — Value
Returns — void
native void DataTableSetUnitRef(
bool global,
string name,
unitref 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 —