# Set Tint Color
Grammar — Set Tint Color color with HDR hdr|Multiplier over duration seconds
Flags —Function
Constructs and returns a SetLocalTintColor actor message based on the parameters. This will set an actors tint color for all players. This will only work on actor’s with a model.
# Arguments
color
— Colorfixed
— HDRfixed
— Duration
Returns — string
<actormsg>
string libNtve_gf_SetTintColor(
color lp_color,
fixed lp_hdr,
fixed lp_duration,
);
# Related
Category: Actor / Message Constructors
- Actor Msg 1 —
string
<actormsg> — libNtve_gf_ActorMsg1 - Actor Msg 2 —
string
<actormsg> — libNtve_gf_ActorMsg2 - Actor Msg 3 —
string
<actormsg> — libNtve_gf_ActorMsg3 - Actor Msg 4 —
string
<actormsg> — libNtve_gf_ActorMsg4 - Action Damage —
string
<actormsg> — libNtve_gf_ActionDamage - Action Impact —
string
<actormsg> — libNtve_gf_ActionImpact - Alias Add —
string
<actormsg> — libNtve_gf_AliasAdd - Alias Remove —
string
<actormsg> — libNtve_gf_AliasRemove - Anim Baseline Start —
string
<actormsg> — libNtve_gf_AnimBaselineStart - Anim Baseline Stop —
string
<actormsg> — libNtve_gf_AnimBaselineStop - Anim Blend Time Apply —
string
<actormsg> — libNtve_gf_AnimBlendTimeApply - Anim Blend Time Remove —
string
<actormsg> — libNtve_gf_AnimBlendTimeRemove - Anim Bracket Resume —
string
<actormsg> — MakeMsgAnimBracketResume - Anim Bracket Start —
string
<actormsg> — MakeMsgAnimBracketStart - Anim Bracket Stop —
string
<actormsg> — MakeMsgAnimBracketStop - Anim Clear —
string
<actormsg> — libNtve_gf_AnimClear - Anim Clear All But —
string
<actormsg> — libNtve_gf_AnimClearAllBut - Anim Dump DB —
string
<actormsg> — libNtve_gf_AnimDumpDB - Anim Group Apply —
string
<actormsg> — MakeMsgAnimGroupApply - Anim Group Remove —
string
<actormsg> — MakeMsgAnimGroupRemove - Anim Group Remove All —
string
<actormsg> — libNtve_gf_AnimGroupRemoveAll - Anim Play —
string
<actormsg> — MakeMsgAnimPlay - Anim Play Sequence —
string
<actormsg> — libNtve_gf_AnimPlaySequence - Anim Set Completion —
string
<actormsg> — libNtve_gf_AnimSetCompletion - Anim Set Duration —
string
<actormsg> — libNtve_gf_AnimSetDuration - Anim Set Paused —
string
<actormsg> — libNtve_gf_AnimSetPaused - Anim Set Time —
string
<actormsg> — libNtve_gf_AnimSetTime - Anim Set Time Scale —
string
<actormsg> — libNtve_gf_AnimSetTimeScale - Anim Set Time Scale Global —
string
<actormsg> — libNtve_gf_AnimSetTimeScaleGlobal - Attach Set Bearings —
string
<actormsg> — libNtve_gf_AttachSetBearings - Attach Set Bearings From —
string
<actormsg> — libNtve_gf_AttachSetBearingsFrom - Attach Set Position —
string
<actormsg> — libNtve_gf_AttachSetPosition - Attach Set Position From —
string
<actormsg> — libNtve_gf_AttachSetPositionFrom - Attach Set Rotation —
string
<actormsg> — libNtve_gf_AttachSetRotation - Attach Set Rotation From —
string
<actormsg> — libNtve_gf_AttachSetRotationFrom - Create —
string
<actormsg> — libNtve_gf_Create - Create Copy —
string
<actormsg> — libNtve_gf_CreateCopy - Death Customize —
string
<actormsg> — libNtve_gf_DeathCustomize - Destroy —
string
<actormsg> — libNtve_gf_Destroy - HostSiteOpsSet —
string
<actormsg> — libNtve_gf_HostSiteOpsSet - List Add —
string
<actormsg> — libNtve_gf_ListAdd - List Remove —
string
<actormsg> — libNtve_gf_ListRemove - Missile Tentacle Return —
string
<actormsg> — libNtve_gf_MissileTentacleReturn - Model Event Suppress —
string
<actormsg> — libNtve_gf_ModelEventSuppress - Model Swap —
string
<actormsg> — libNtve_gf_ModelSwap - Mover Set Acceleration —
string
<actormsg> — libNtve_gf_MoverSetAcceleration - Mover Set Deceleration —
string
<actormsg> — libNtve_gf_MoverSetDeceleration - Mover Set Destination 2D —
string
<actormsg> — libNtve_gf_MoverSetDestination2D - Mover Set Destination From —
string
<actormsg> — libNtve_gf_MoverSetDestinationFrom - Mover Set Destination H —
string
<actormsg> — libNtve_gf_MoverSetDestinationH - Mover Set Destination Z —
string
<actormsg> — libNtve_gf_MoverSetDestinationZ - Mover Set Speed —
string
<actormsg> — libNtve_gf_MoverSetSpeed - Mover Set Speed Max —
string
<actormsg> — libNtve_gf_MoverSetSpeedMax - Mover Set Speed From Duration —
string
<actormsg> — libNtve_gf_MoverSetSpeedFromDuration - Mover Move —
string
<actormsg> — libNtve_gf_MoverMove - Mover Stop —
string
<actormsg> — libNtve_gf_MoverStop - Mover Stop Now —
string
<actormsg> — libNtve_gf_MoverStopNow - Multiply Scale —
string
<actormsg> — libNtve_gf_MultiplyScale - Print —
string
<actormsg> — libNtve_gf_Print - Query Persistent —
string
<actormsg> — libNtve_gf_QueryPersistent - Query Radius —
string
<actormsg> — libNtve_gf_QueryRadius - Query Region —
string
<actormsg> — libNtve_gf_QueryRegion - Ref Clear —
string
<actormsg> — libNtve_gf_RefClear - Ref Create —
string
<actormsg> — MakeMsgRefCreate - Ref Destroy —
string
<actormsg> — libNtve_gf_RefDestroy - Ref Dump —
string
<actormsg> — libNtve_gf_RefDump - Ref Notify —
string
<actormsg> — libNtve_gf_RefNotify - Ref Set —
string
<actormsg> — libNtve_gf_RefSet - Ref Set From Msg —
string
<actormsg> — libNtve_gf_RefSetFromMsg - Ref Set From Actor —
string
<actormsg> — libNtve_gf_RefSetFromActor - Ref Set From Request —
string
<actormsg> — MakeMsgRefSetFromRequest - Ref Set Refresh Name —
string
<actormsg> — libNtve_gf_RefSetRefreshName - Ref Table Dump —
string
<actormsg> — MakeMsgRefTableDump - Set Bearings —
string
<actormsg> — libNtve_gf_SetBearings - Set Bearings From —
string
<actormsg> — libNtve_gf_SetBearingsFrom - Set Bearings H —
string
<actormsg> — libNtve_gf_SetBearingsH - Set Facing —
string
<actormsg> — libNtve_gf_SetFacing - Set Height —
string
<actormsg> — libNtve_gf_SetHeight - Set Opacity —
string
<actormsg> — libNtve_gf_SetOpacity - Set Physics State —
string
<actormsg> — MakeMsgSetPhysicsState - Set Position —
string
<actormsg> — libNtve_gf_SetPosition - Set Position 2D —
string
<actormsg> — libNtve_gf_SetPosition2D - Set Position 2D H —
string
<actormsg> — libNtve_gf_SetPosition2DH - Set Position From —
string
<actormsg> — libNtve_gf_SetPositionFrom - Set Position H —
string
<actormsg> — libNtve_gf_SetPositionH - Set Render To Texture Enabled —
string
<actormsg> — libNtve_gf_SetRenderToTextureEnabled - Set Rotation —
string
<actormsg> — libNtve_gf_SetRotation - Set Rotation From —
string
<actormsg> — libNtve_gf_SetRotationFrom - Set Scale —
string
<actormsg> — libNtve_gf_SetScale - Set Scale Absolute —
string
<actormsg> — libNtve_gf_SetScaleAbsolute - Set Team Color —
string
<actormsg> — libNtve_gf_SetTeamColor - Set Local Tint Color —
string
<actormsg> — libNtve_gf_SetLocalTintColor - Set Tint Color —
string
<actormsg> — libNtve_gf_SetTintColor - Set Visibility —
string
<actormsg> — libNtve_gf_SetVisibility - Set Walk Anim Move Speed —
string
<actormsg> — libNtve_gf_SetWalkAnimMoveSpeed - Set Z —
string
<actormsg> — libNtve_gf_SetZ - Signal —
string
<actormsg> — libNtve_gf_Signal - Sound Add DSP —
string
<actormsg> — libNtve_gf_SoundAddDSP - Sound Set Muted —
string
<actormsg> — libNtve_gf_SoundSetMuted - Sound Set Offset —
string
<actormsg> — libNtve_gf_SoundSetOffset - Sound Set Paused —
string
<actormsg> — libNtve_gf_SoundSetPaused - Status Decrement —
string
<actormsg> — libNtve_gf_StatusDecrement - Status Increment —
string
<actormsg> — libNtve_gf_StatusIncrement - Texture Dump —
string
<actormsg> — libNtve_gf_TextureDump - Texture Dump DB —
string
<actormsg> — libNtve_gf_TextureDumpDB - Texture Group Apply —
string
<actormsg> — libNtve_gf_TextureGroupApply - Texture Group Remove —
string
<actormsg> — libNtve_gf_TextureGroupRemove - Texture Select By ID —
string
<actormsg> — libNtve_gf_TextureSelectByID - Texture Select By Match —
string
<actormsg> — MakeMsgTextureSelectByMatch - Texture Select By Slot —
string
<actormsg> — MakeMsgTextureSelectBySlot - Texture Video Play (Advanced) —
string
<actormsg> — MakeMsgTextureVideoPlay - Texture Video Play —
string
<actormsg> — libNtve_gf_MakeMsgTextureVideoPlay - Texture Video Set Frame (Advanced) —
string
<actormsg> — MakeMsgTextureVideoSetFrame - Texture Video Set Frame —
string
<actormsg> — libNtve_gf_TextureVideoSetFrame - Texture Video Set Paused (Advanced) —
string
<actormsg> — MakeMsgTextureVideoSetPaused - Texture Video Set Paused —
string
<actormsg> — libNtve_gf_TextureVideoSetPaused - Texture Video Set Time (Advanced) —
string
<actormsg> — MakeMsgTextureVideoSetTime - Texture Video Set Time —
string
<actormsg> — libNtve_gf_TextureVideoSetTime - Texture Video Stop (Advanced) —
string
<actormsg> — MakeMsgTextureVideoStop - Texture Video Stop —
string
<actormsg> — libNtve_gf_TextureVideoStop - Texture Video Stop All —
string
<actormsg> — libNtve_gf_TextureVideoStopAll - Timer Set —
string
<actormsg> — libNtve_gf_TimerSet - Timer Kill —
string
<actormsg> — libNtve_gf_TimerKill - Transition —
string
<actormsg> — MakeMsgTransition
# Examples
campaigns/swarm.sc2campaign — base.sc2maps/maps/campaign/swarm/evolution/zevolutionultralisk.sc2map/MapScript.galaxy:357
libNtve_gf_CreateModelAtPoint("FogMist", lp_location);
ActorSend(libNtve_gf_ActorLastCreated(), libNtve_gf_SetScale(1.5, 1.5, 1.5, 0.0));
ActorSend(libNtve_gf_ActorLastCreated(), libNtve_gf_SetTintColor(Color(100.00, 50.20, 25.10), 1.5, 0.0));
ActorSend(libNtve_gf_ActorLastCreated(), libNtve_gf_SetOpacity(0.0, 0.0));
ActorSend(libNtve_gf_ActorLastCreated(), libNtve_gf_SetOpacity(1.0, 5.0));
campaigns/swarm.sc2campaign — base.sc2maps/maps/campaign/swarm/evolution/zevolutionultralisk.sc2map/MapScript.galaxy:396
lv_hDR += 0.2;
lv_speed -= 0.4;
libNtve_gf_SendActorMessageToUnit(lp_ultralisk, libNtve_gf_SetTintColor(Color(100.0, 50.0, 25.0), lv_hDR, 1.0));
Wait(0.3, c_timeGame);
UnitSetPropertyFixed(lp_ultralisk, c_unitPropMovementSpeed, lv_speed);
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/evolution/zevolutionultralisk.sc2map — MapScript.galaxy:357
libNtve_gf_CreateModelAtPoint("FogMist", lp_location);
ActorSend(libNtve_gf_ActorLastCreated(), libNtve_gf_SetScale(1.5, 1.5, 1.5, 0.0));
ActorSend(libNtve_gf_ActorLastCreated(), libNtve_gf_SetTintColor(Color(100.00, 50.20, 25.10), 1.5, 0.0));
ActorSend(libNtve_gf_ActorLastCreated(), libNtve_gf_SetOpacity(0.0, 0.0));
ActorSend(libNtve_gf_ActorLastCreated(), libNtve_gf_SetOpacity(1.0, 5.0));
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/evolution/zevolutionultralisk.sc2map — MapScript.galaxy:396
lv_hDR += 0.2;
lv_speed -= 0.4;
libNtve_gf_SendActorMessageToUnit(lp_ultralisk, libNtve_gf_SetTintColor(Color(100.0, 50.0, 25.0), lv_hDR, 1.0));
Wait(0.3, c_timeGame);
UnitSetPropertyFixed(lp_ultralisk, c_unitPropMovementSpeed, lv_speed);
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:463
gv_bonusObjectiveRescueRegions[2] = RegionFromId(4);
gv_bonusObjectiveRescueRegions[3] = RegionFromId(5);
ActorSend(libNtve_gf_MainActorofUnit(UnitFromId(72)), libNtve_gf_SetTintColor(Color(0.00, 0.00, 100.00), 1.0, 0.0));
ActorSend(libNtve_gf_MainActorofUnit(UnitFromId(72)), libNtve_gf_SetScale(0.3, 1.0, 1.0, 0.0));
UnitGroupLoopBegin(UnitGroup(UnitGetType(UnitFromId(11)), c_playerAny, RegionFromId(1), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:469
libNtve_gf_MakeUnitInvulnerable(UnitGroupLoopCurrent(), true);
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetOpacity(0.75, 0));
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(0.00, 0.00, 100.00), 1.0, 0.0));
}
UnitGroupLoopEnd();
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:475
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitGetOwner(UnitGroupLoopCurrent()) == gv_pLAYER_01_USER)) {
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(0.00, 0.00, 100.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:479
else {
if (((libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Enemy) == true) || (libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_EnemyMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(100.00, 0.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:483
else {
if (((libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Neutral) == true) || (libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_NeutralMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(100.00, 100.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:487
else {
if (((libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Ally) == true) || (libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_NeutralMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(0.00, 100.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:871
if ((EventUnitOwnerNew() == gv_pLAYER_01_USER)) {
ActorSend(libNtve_gf_MainActorofUnit(EventUnit()), libNtve_gf_SetTintColor(Color(0.00, 0.00, 100.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:875
else {
if (((libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Enemy) == true) || (libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_EnemyMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(EventUnit()), libNtve_gf_SetTintColor(Color(100.00, 0.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:879
else {
if (((libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Neutral) == true) || (libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_NeutralMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(EventUnit()), libNtve_gf_SetTintColor(Color(100.00, 100.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pcampaigntest.sc2map/MapScript.galaxy:883
else {
if (((libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Ally) == true) || (libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_NeutralMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(EventUnit()), libNtve_gf_SetTintColor(Color(0.00, 100.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:463
gv_bonusObjectiveRescueRegions[2] = RegionFromId(4);
gv_bonusObjectiveRescueRegions[3] = RegionFromId(5);
ActorSend(libNtve_gf_MainActorofUnit(UnitFromId(72)), libNtve_gf_SetTintColor(Color(0.00, 0.00, 100.00), 1.0, 0.0));
ActorSend(libNtve_gf_MainActorofUnit(UnitFromId(72)), libNtve_gf_SetScale(0.3, 1.0, 1.0, 0.0));
UnitGroupLoopBegin(UnitGroup(UnitGetType(UnitFromId(11)), c_playerAny, RegionFromId(1), UnitFilter(0, 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:469
libNtve_gf_MakeUnitInvulnerable(UnitGroupLoopCurrent(), true);
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetOpacity(0.75, 0));
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(0.00, 0.00, 100.00), 1.0, 0.0));
}
UnitGroupLoopEnd();
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:475
for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) {
if ((UnitGetOwner(UnitGroupLoopCurrent()) == gv_pLAYER_01_USER)) {
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(0.00, 0.00, 100.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:479
else {
if (((libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Enemy) == true) || (libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_EnemyMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(100.00, 0.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:483
else {
if (((libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Neutral) == true) || (libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_NeutralMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(100.00, 100.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:487
else {
if (((libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Ally) == true) || (libNtve_gf_PlayerIsEnemy(UnitGetOwner(UnitGroupLoopCurrent()), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_NeutralMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(UnitGroupLoopCurrent()), libNtve_gf_SetTintColor(Color(0.00, 100.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:871
if ((EventUnitOwnerNew() == gv_pLAYER_01_USER)) {
ActorSend(libNtve_gf_MainActorofUnit(EventUnit()), libNtve_gf_SetTintColor(Color(0.00, 0.00, 100.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:875
else {
if (((libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Enemy) == true) || (libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_EnemyMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(EventUnit()), libNtve_gf_SetTintColor(Color(100.00, 0.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:879
else {
if (((libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Neutral) == true) || (libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_NeutralMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(EventUnit()), libNtve_gf_SetTintColor(Color(100.00, 100.00, 0.00), 1.0, 0.0));
}
else {
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pcampaigntest.sc2map — MapScript.galaxy:883
else {
if (((libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_Ally) == true) || (libNtve_gf_PlayerIsEnemy(EventUnitOwnerNew(), gv_pLAYER_01_USER, libNtve_ge_PlayerRelation_NeutralMutual) == true))) {
ActorSend(libNtve_gf_MainActorofUnit(EventUnit()), libNtve_gf_SetTintColor(Color(0.00, 100.00, 0.00), 1.0, 0.0));
}
else {