# Set Dialog Item Model
Grammar — Set dialogItem Model to model for players
Flags —Action
Sets a Dialog Item’s Model
# Arguments
int
<control> — Dialog Itemstring
<gamelink::Model> — Modelplayergroup
— Players
Returns — void
void libNtve_gf_SetDialogItemModel(
int lp_dialogItem,
string lp_model,
playergroup lp_players,
);
# Related
Category: Dialog / Dialog Item Tools
- Dialog Item Send Animation Event 2 —
void
— DialogControlSetAnimationState - Position Subtitle to Dialog Item —
void
— DialogSetSubtitlePositionOverrideControl - Clear Subtitle Position Dialog Item —
void
— DialogClearSubtitlePositionOverrideControl - Destroy All Dialog Items —
void
— DialogControlDestroyAll - Dialog Containing Dialog Item —
int
<dialog> — DialogControlGetDialog - Dialog Item Type —
int
<preset::ControlType> — DialogControlGetType - Set Dialog Item Color —
void
— libNtve_gf_SetDialogItemColor - Set Dialog Item Style —
void
— libNtve_gf_SetDialogItemStyle - Set Dialog Item Text Writeout —
void
— libNtve_gf_SetDialogItemTextWriteout - Set Dialog Item Text Writeout Duration —
void
— libNtve_gf_SetDialogItemTextWriteoutDuration - Set Dialog Item Tooltip —
void
— libNtve_gf_SetDialogItemTooltip - Dialog Item Color —
color
— libNtve_gf_DialogItemColor - Dialog Item Style —
string
<fontstyle> — libNtve_gf_DialogItemStyle - Dialog Item Tooltip —
text
— libNtve_gf_DialogItemTooltip - Destroy Dialog Item —
void
— DialogControlDestroy - Set Dialog Item Image —
void
— libNtve_gf_SetDialogItemImage - Set Dialog Item Hover Image —
void
— libNtve_gf_SetDialogItemImage2 - Set Dialog Item Image Type —
void
— libNtve_gf_SetDialogItemImageType - Set Dialog Item Blend Mode —
void
— libNtve_gf_SetDialogItemBlendMode - Set Dialog Item Tiled —
void
— libNtve_gf_SetDialogItemImageType2 - Set Dialog Background —
void
— DialogSetImage - Dialog Item Image —
string
— libNtve_gf_DialogItemImage - Dialog Item Image Type —
int
<preset::ImageType> — libNtve_gf_DialogItemImageType - Fade Dialog Item Transparency —
void
— DialogControlFadeTransparency - Set Dialog Item Flash —
void
— libNtve_gf_SetDialogItemFlash - Set Dialog Item Cutscene —
void
— libNtve_gf_SetDialogItemCutscene - Dialog Item Invoke As Text —
void
— DialogControlInvokeAsText - Dialog Item Invoke As String —
void
— DialogControlInvokeAsString - Dialog Item Send Animation Event —
void
— DialogControlSendAnimationEvent - Dialog Item Set Animation Speed —
void
— DialogControlSetAnimationSpeed - Dialog Item Set Animation Time —
void
— DialogControlSetAnimationTime - Dialog Item Advance Animation —
void
— DialogControlAdvanceAnimation - Dialog Item Force Transition —
void
— DialogControlForceTransition - Dialog Item Request Focus —
void
— DialogControlRequestFocus - Set Dialog Item Achievement —
void
— libNtve_gf_SetDialogItemAchievement - Set Dialog Item Render Priority —
void
— libNtve_gf_SetDialogItemRenderPriority - Set Dialog Item Click On Down —
void
— libNtve_gf_SetDialogItemClickOnDown - Set Dialog Item Toggled —
void
— libNtve_gf_SetDialogItemToggled - Set Dialog Item Movie —
void
— libNtve_gf_SetDialogItemMovie - Set Dialog Item Desaturated —
void
— libNtve_gf_SetDialogItemDesaturated - Set Dialog Item Desaturation Color —
void
— libNtve_gf_SetDialogItemDesaturationColor - Set Dialog Item Custom Tooltip —
void
— libNtve_gf_SetDialogItemCustomTooltip - Set Dialog Item Unit —
void
— libNtve_gf_SetDialogItemUnit - Set Dialog Item Model —
void
— libNtve_gf_SetDialogItemModel - Set Dialog Item Animation —
void
— libNtve_gf_SetDialogItemAnimation - Set Dialog Item Camera —
void
— libNtve_gf_SetDialogItemCamera - Set Dialog Item Border Visible —
void
— libNtve_gf_SetDialogItemBorderVisible - Set Dialog Item Border Image —
void
— libNtve_gf_SetDialogItemBorderImage - Set Dialog Item Background Visible —
void
— libNtve_gf_SetDialogItemBackgroundVisible - Set Dialog Item Use Transition —
void
— libNtve_gf_SetDialogItemUseTransition - Set Dialog Item Muted —
void
— libNtve_gf_SetDialogItemMuted - Set Dialog Item Paused —
void
— libNtve_gf_SetDialogItemPaused - Set Dialog Item Accept Mouse —
void
— libNtve_gf_SetDialogItemAcceptMouse - Set Dialog Item Tint Color —
void
— libNtve_gf_SetDialogItemTintColor - Set Dialog Item Team Color —
void
— libNtve_gf_SetDialogItemTeamColor - Set Dialog Item Light —
void
— libNtve_gf_SetDialogItemLight - Set Dialog Item Transition Model —
void
— libNtve_gf_SetDialogItemTransitionModel - Set Dialog Item Force Visible —
void
— libNtve_gf_SetDialogItemForceVisible - Set Dialog Item Render Type —
void
— libNtve_gf_SetDialogItemRenderType - Set Dialog Item Unit Link —
void
— libNtve_gf_SetDialogItemUnitLink - Set Dialog Item Team Color Index —
void
— libNtve_gf_SetDialogItemTeamColorIndex - Set Dialog Item Animation Duration —
void
— libNtve_gf_SetDialogItemAnimationDuration - Set Dialog Item Animation Time —
void
— libNtve_gf_SetDialogItemAnimationTime - Set Dialog Item Actor —
void
— libNtve_gf_SetDialogItemActor - Set Dialog Item Behavior —
void
— libNtve_gf_SetDialogItemBehavior - Set Dialog Item Hotkey —
void
— libNtve_gf_SetDialogItemHotkey - Set Dialog Item Allowed Mouse Buttons —
void
— libNtve_gf_SetDialogItemAllowedMouseButtons - Set Dialog Item Alpha Mask —
void
— libNtve_gf_SetDialogItemAlphaMask - Set Dialog Item Animation Index —
void
— libNtve_gf_SetDialogItemAnimationIndex - Set Dialog Item Handle —
void
— libNtve_gf_SetDialogItemHandle - Set Dialog Item Border Color —
void
— libNtve_gf_SetDialogItemBorderColor - Set Dialog Item Fill Color —
void
— libNtve_gf_SetDialogItemFillColor - Set Dialog Item Submenu —
void
— libNtve_gf_SetDialogItemSubmenu - Set Dialog Item Unit Group —
void
— libNtve_gf_SetDialogItemUnitGroup - Set Dialog Item PlayerId —
void
— libNtve_gf_SetDialogItemPlayerId - Set Dialog Item Score Value Link —
void
— libNtve_gf_SetDialogItemScoreValueLink - Set Dialog Item State Index —
void
— libNtve_gf_SetDialogItemStateIndex
# Examples
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:3197
DialogControlHookupStandard(c_triggerControlTypePortrait, "UIContainer/ConsoleUIContainer/HeroUnitFrameLevelUpPortrait");
libSwaC_gv_zS_SwarmHeroUIDialogLevelupPortrait[lp_index] = DialogControlLastCreated();
libNtve_gf_SetDialogItemModel(DialogControlLastCreated(), "KerriganLevelUpPortrait", PlayerGroupAll());
DialogControlSetVisible(libSwaC_gv_zS_SwarmHeroUIDialogLevelupPortrait[1], PlayerGroupAll(), false);
}
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:8527
DialogControlHookup(libSwaC_gv_zS_ArmyCustomUpgradePanel, c_triggerControlTypePortrait, "UpgradeFramePortrait" + IntToString(lv_index));
libSwaC_gv_zS_ArmyCustomUpgradeButtons2[lv_index] = DialogControlLastCreated();
libNtve_gf_SetDialogItemModel(DialogControlLastCreated(), "SMX1_ArmyMutationConfirmationButtonEffect", PlayerGroupAll());
PortraitSetActor(PortraitGetTriggerControl(DialogControlLastCreated()), "PortraitActorWithDeath");
ActorSend(ActorFromPortrait(PortraitGetTriggerControl(DialogControlLastCreated())), "SetVisibility");
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:11603
// Implementation
DialogControlHookup(lp_parentControl, c_triggerControlTypePortrait, lp_frame);
libNtve_gf_SetDialogItemModel(DialogControlLastCreated(), "SMX1_KerriganAbilityConfirmationButtonEffect", PlayerGroupAll());
PortraitSetActor(PortraitGetTriggerControl(DialogControlLastCreated()), "PortraitActorWithDeath");
ActorSend(ActorFromPortrait(PortraitGetTriggerControl(DialogControlLastCreated())), "SetVisibility");
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:2595
DialogControlHookup(lv_panel, c_triggerControlTypePortrait, "VictoryProtossPortrait");
gv_victoryUI_Portraits[4] = DialogControlLastCreated();
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[1], "AdjutantPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[2], "DominionOfficer1Portrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[3], "QueenPortrait", PlayerGroupAll());
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:2596
gv_victoryUI_Portraits[4] = DialogControlLastCreated();
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[1], "AdjutantPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[2], "DominionOfficer1Portrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[3], "QueenPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[4], "ExecutorPortrait", PlayerGroupAll());
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:2597
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[1], "AdjutantPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[2], "DominionOfficer1Portrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[3], "QueenPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[4], "ExecutorPortrait", PlayerGroupAll());
DialogControlHookup(lv_panel, c_triggerControlTypeImage, "VictoryZergLockedImage");
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:2598
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[2], "DominionOfficer1Portrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[3], "QueenPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[4], "ExecutorPortrait", PlayerGroupAll());
DialogControlHookup(lv_panel, c_triggerControlTypeImage, "VictoryZergLockedImage");
gv_victoryUI_LockedPortraits[3] = DialogControlLastCreated();
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:2595
DialogControlHookup(lv_panel, c_triggerControlTypePortrait, "VictoryProtossPortrait");
gv_victoryUI_Portraits[4] = DialogControlLastCreated();
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[1], "AdjutantPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[2], "DominionOfficer1Portrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[3], "QueenPortrait", PlayerGroupAll());
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:2596
gv_victoryUI_Portraits[4] = DialogControlLastCreated();
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[1], "AdjutantPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[2], "DominionOfficer1Portrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[3], "QueenPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[4], "ExecutorPortrait", PlayerGroupAll());
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:2597
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[1], "AdjutantPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[2], "DominionOfficer1Portrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[3], "QueenPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[4], "ExecutorPortrait", PlayerGroupAll());
DialogControlHookup(lv_panel, c_triggerControlTypeImage, "VictoryZergLockedImage");
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:2598
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[2], "DominionOfficer1Portrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[3], "QueenPortrait", PlayerGroupAll());
libNtve_gf_SetDialogItemModel(gv_victoryUI_Portraits[4], "ExecutorPortrait", PlayerGroupAll());
DialogControlHookup(lv_panel, c_triggerControlTypeImage, "VictoryZergLockedImage");
gv_victoryUI_LockedPortraits[3] = DialogControlLastCreated();
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:648
DialogControlHookup(libVCUI_gv_pU_ArmyFactionPanel, c_triggerControlTypePortrait, "FactionButtonPortrait" + IntToString(lv_factionIndex));
libVCUI_gv_pU_ArmyFactionPortrait[lv_factionIndex] = DialogControlLastCreated();
libNtve_gf_SetDialogItemModel(DialogControlLastCreated(), "UI_ArmyRoom_FactionButton", PlayerGroupAll());
DialogControlSetVisible(DialogControlLastCreated(), PlayerGroupAll(), false);
DialogControlHookup(libVCUI_gv_pU_ArmyFactionButtons[lv_factionIndex], c_triggerControlTypeLabel, "UnitTitle");
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:882
libNtve_gf_SetDialogItemToggled(libVCUI_gv_pU_ArmyFactionButtons[lv_factionIndex], true, PlayerGroupAll());
DialogControlSendAnimationEvent(libVCUI_gv_pU_ArmyFactionButtons[lv_factionIndex], PlayerGroupAll(), "Selected");
libNtve_gf_SetDialogItemModel(libVCUI_gv_pU_ArmyFactionPortrait[lv_factionIndex], libVCUI_gf_PU_ArmyFactionGlowModel(libVoiC_gf_PC_ArmyUnitFaction(libVCUI_gv_pU_ArmyUnits[libVCUI_gv_pU_ArmyCategorySelectedIndex][lv_factionIndex])), PlayerGroupAll());
DialogControlSetVisible(libVCUI_gv_pU_ArmyFactionPortrait[lv_factionIndex], PlayerGroupAll(), true);
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:1769
}
libVCUI_gv_pU_MissionNextMap = lp_mission;
libNtve_gf_SetDialogItemModel(libVCUI_gv_pU_MissionPortraitFrame, libVoiC_gf_PC_CampaignMapContactPortrait(lp_mission), PlayerGroupAll());
if ((libVoiC_gf_PC_CampaignMapContactActor(lp_mission) == null)) {
libNtve_gf_SetDialogItemActor(libVCUI_gv_pU_MissionPortraitFrame, "PortraitActor", PlayerGroupAll());
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:5148
DialogControlCreateFromTemplate(DialogLastCreated(), c_triggerControlTypePortrait, "LotV_GameUI/SoAOverlayTemplate");
PortraitUseTransition(PortraitGetTriggerControl(DialogControlLastCreated()), false);
libNtve_gf_SetDialogItemModel(DialogControlLastCreated(), "SOA_Calldown_UI", PlayerGroupAll());
libVCUI_gv_pU_TargetingOverlayPortrait = DialogControlLastCreated();
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:8178
if ((libVCUI_gv_pU_MissionAiur05UIPortraitChanged == false)) {
libNtve_gf_SetDialogItemModel(libVCUI_gv_pU_MissionPortraitFrame, "AmonDarkEx2Portrait", PlayerGroupAll());
libVCUI_gv_pU_MissionAiur05UIPortraitChanged = true;
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:8182
}
else {
libNtve_gf_SetDialogItemModel(libVCUI_gv_pU_MissionPortraitFrame, "RohanaEx2PortraitNoBraids3D", PlayerGroupAll());
libVCUI_gv_pU_MissionAiur05UIPortraitChanged = false;
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:10148
DialogControlHookup(libVCUI_gv_pU_GPCmdPanel, c_triggerControlTypeButton, "CommandButton0" + IntToString(lv_buttonIndex-1));
libVCUI_gv_pU_GPCmdButtons[lv_buttonIndex] = DialogControlLastCreated();
libNtve_gf_SetDialogItemModel(DialogControlLastCreated(), "UI_SOA_ButtonActivate", PlayerGroupAll());
DialogControlHookup(libVCUI_gv_pU_GPPanel, c_triggerControlTypePanel, "SoAAbilityArrow0" + IntToString(lv_buttonIndex));
libVCUI_gv_pU_GPAbilityArrows[lv_buttonIndex] = DialogControlLastCreated();
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCUI.galaxy:1009
libNCUI_gv_NU_MissionNextMap = lp_mission;
libNtve_gf_SetDialogItemText(libNCUI_gv_nU_MissionPortraitTitle, libComC_gf_CC_MapContactName(lp_mission), PlayerGroupAll());
libNtve_gf_SetDialogItemModel(libNCUI_gv_nU_MissionPortrait, libComC_gf_CC_MapContactPortrait(lp_mission), PlayerGroupAll());
if ((libComC_gf_CC_MapContactActor(lp_mission) == null)) {
libNtve_gf_SetDialogItemActor(libNCUI_gv_nU_MissionPortrait, "PortraitActor", PlayerGroupAll());
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCUI.galaxy:1416
libNCUI_gf_NU_MissionEnableDisableUpgradesButton(true);
libNtve_gf_SetDialogItemMovie(libNCUI_gv_nU_MissionBriefingMovieFrame, (""), PlayerGroupAll());
libNtve_gf_SetDialogItemModel(libNCUI_gv_nU_MissionPortrait, libComC_gf_CC_MapContactPortrait(libNCUI_gf_NU_NextAvailableMission()), PlayerGroupAll());
if ((libComC_gf_CC_MapContactActor(libNCUI_gf_NU_NextAvailableMission()) == null)) {
libNtve_gf_SetDialogItemActor(libNCUI_gv_nU_MissionPortrait, "PortraitActor", PlayerGroupAll());
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOUI.galaxy:5016
DialogControlCreateFromTemplate(DialogLastCreated(), c_triggerControlTypePortrait, "LotV_GameUI/SoAOverlayTemplate");
PortraitUseTransition(PortraitGetTriggerControl(DialogControlLastCreated()), false);
libNtve_gf_SetDialogItemModel(DialogControlLastCreated(), "SOA_Calldown_UI", PlayerGroupAll());
libCOUI_gv_cU_TargetingOverlayPortrait[lp_player] = DialogControlLastCreated();
}
mods/voidprologue.sc2mod — base.sc2data/LibA3DDD02B.galaxy:6840
libNtve_gf_SetDialogItemText(libA3DDD02B_gv_pP_MLTitle, StringExternal(libA3DDD02B_gf_PP_MissionProperty("Name")), PlayerGroupAll());
libNtve_gf_SetDialogItemText(libA3DDD02B_gv_pP_MLObjective, StringExternal(libA3DDD02B_gf_PP_MissionProperty("PrimaryObjectiveText")), PlayerGroupAll());
libNtve_gf_SetDialogItemModel(libA3DDD02B_gv_pP_MLContactPortrait, (CatalogFieldValueGet(c_gameCatalogMap, libA3DDD02B_gv_pP_NextMission, "ContactModelLink", c_playerAny)), PlayerGroupAll());
libNtve_gf_SetDialogItemLight(libA3DDD02B_gv_pP_MLContactPortrait, "SelendisPortrait", PlayerGroupAll());
lv_indexAchievement = 1;
mods/warcoop/warcoopdata.sc2mod — base.sc2data/TriggerLibs/WarCoopData.galaxy:1288
// Implementation
libNtve_gf_SetDialogItemModel(libWCdr_gv_gameUI.lv_hero_Portrait, UserDataGetModel("PlayableLegends", libWCdr_gv_legends.lv_player[lp_player].lv_selectedLegend, "HeroPortraitModel", 1), lv_playergroup);
}