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A List of the names of "Master Actions" which override model behaviour in Dawn of war (for use in Object editor, etc.)

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This is a list of "Master Actions" used in dawn of war models, these actions have their own sub trees controlled by conditions, but are themselves distinct and triggered directly by the game engine itself!

default (everything not related to one of the other states, usaually contains any moving, idle, shooting, etc. animations with conditions to trigger them)


melee? (triggered when in melee, behaves similarly to default?)???? untested, (usually absent from any standard ingame models I have examined, so might just have been a typo in a custom model possibly not a valid action)

melee_attack (triggered when attacking in melee) [overides default]
melee_charge (triggered when entering melee, pursuing in melee or moving into melee)[overides default]
melee_move (triggered when moving within melee)[overides default]
melee_damage (triggers when hit in melee, [model name].lua can adjust the ratio of this occurence)[overides default]

melee_aftermath? (triggers after melee is completed ?)

die (triggers when the unit is dying or destroyed)
die_getup (triggers when a unit is resurected, etc.)[appears to maintain death state variables, e.g. die_thrown, and the death animation played, (seemingly die and die_getup actions will require a condition e.g. death_01, death_02 on their animations, I will get the variable names from the necron immortal model and add them here for reference]


capture_strategic_point (standing around)[overides default]
garrison_strategic_point (standing around)[overides default](missing from some models?)
flag_motion (planting the flag)[overides default]

frontent_ui (triggers if the model is on the frontend, possibly also triggered in army painter in winter assault?)[overides default?]


return_transformation (needed for structure to spawn a unit that "causes Transformation")
transformation (needed for structure to spawn a unit that "causes Transformation")

build (triggered when an entity IS a Structure which is being built / when entity IS a Builder unit which is building something, e.g. both always seem to use the same action name!!!)[overides default]
repair (triggered when repairing a structure)


thrown (triggers when thrown)[overides default]
thrown_death_flying (triggers when dead and thrown)
thrown_death_landing (triggers when dead but landing from being thrown)
thrown_getup (triggers when hitting the ground and getting up again after being thrown)

jump_breakdown (played after squad jump finishes, e.g. when ariving at location)
jump_setup (played when squad jump begins, e.g. after selecting jump location)

jump_goup (played when 'taking off')
jump_flying (played when 'in air')
jump_godown (played when 'landing')

spawn (played when spawned) (this behaviour can be overidden or recreated using the spawn_ext on an entity and specifying a different animation ?)

deepstike? (played if spawned via deepstrike?)[untested, but I am aware of it anecdotally, nurglings mod possibly used something like this to make it rain nurglings when deepstriking them ?]

harvesting (used for harvest_ext when collecting boddies)[necron tomb_spyder in dawn of war dark crusade]

selection? (occurs when unit is selected?)untested[a possible example was on chaos lord in winter assault ?]


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Ezarik Author
Ezarik - - 245 comments

I'll hopefully come back to this and add in any missing ones / test the untested ones and update accordingly, I hope it's helpful to someone

Reply Good karma+1 vote
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