Spawn AI Squad
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Spawner
Input Pins
pinId: ActionStart
dataType: execute
pinId: Spawner
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI
Spawn AI Squad With Definition
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad Definition
Input Pins
pinId: ActionStart
dataType: execute
pinId: Squad Definition
dataType: ai_squad_definition
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI
Get Squad Definition From Spawner General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Spawner
Input Pins
pinId: Spawner
pinId: Squad Definition Overrides
dataType: ai_squad_definition_overrides
settings: defaultValue: String: ForgeCreateAISquadDefinitionOverridesStruct()
Output Pins
pinId: Squad Definition
dataType: ai_squad_definition
userData:
Node Category: AI
Combine Squad Overrides General
Input Pins
pinId: Overrides A
dataType: ai_squad_definition_overrides
settings: defaultValue: String: nil
pinId: Overrides B
dataType: ai_squad_definition_overrides
settings: defaultValue: String: nil
pinId: Overrides C
dataType: ai_squad_definition_overrides
settings: defaultValue: String: nil
pinId: Overrides D
dataType: ai_squad_definition_overrides
settings: defaultValue: String: nil\
Output Pins
pinId: Combined Overrides
dataType: ai_squad_definition_overrides
userData:\
Node Category: AI\
Squad Overrides (Initial State) General
Input Pins
pinId: Zone
settings: defaultValue: String: nil
pinId: Initial Combat State
dataType: actor_basic_combat_status
settings: defaultValue: String: nil
pinId: Facing Yaw
dataType: number
settings: defaultValue: String: nil\
Output Pins
pinId: Squad Definition Overrides
dataType: ai_squad_definition_overrides
userData:
Node Category: AI\
Squad Overrides (Misc) General
Input Pins
pinId: Team
dataType: team
settings: defaultValue: String: nil
pinId: Label
dataType: user_label
settings: defaultValue: String: ForgeCreateUserLabelStruct(nil)\
Output Pins
pinId: Squad Definition Overrides
dataType: ai_squad_definition_overrides
userData:
Node Category: AI\
Squad Overrides (Behavior) General
Input Pins
pinId: Blind
dataType: bool
settings: defaultValue: String: false
pinId: Deaf
dataType: bool
settings: defaultValue: String: false
pinId: Braindead
dataType: bool
settings: defaultValue: String: false
pinId: Magic Sight
dataType: bool
settings: defaultValue: String: false\
Output Pins
pinId: Squad Definition Overrides
dataType: ai_squad_definition_overrides
userData:\
Node Category: AI\
Get Squad From Unit General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Input Pins
pinId: Unit
Output Pins
pinId: Squad
dataType: ai_squad
userData:
Node Category: AI
Get All AI Squads General
Output Pins
pinId: Squad List
dataType: ai_squad_list userData:Node Category: AI\
Get AI Squads On Team General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Team
Input Pins
pinId: Team
dataType: team
Output Pins
pinId: Squad List
dataType: ai_squad_list
userData:
Node Category: AI
Get Squads From Spawner General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Spawner
Input Pins
pinId: Spawner
Output Pins
pinId: Squad List
dataType: ai_squad_list
userData:
Node Category: AI_Advanced
Get Squads With Label General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Label
Input Pins
pinId: Label
dataType: user_label
Output Pins
pinId: Squad List
dataType: ai_squad_list
userData:
Node Category: AI_Advanced
Get All Spawners General
Output Pins
pinId: Spawner List
dataType: object_list userData:
Node Category: AI_Advanced
Kill All AI Squads
Input Pins
pinId: ActionStart
dataType: execute
Output Pins
pinId: ActionComplete
dataType: execute userData:Node Category: AI
Kill AI Squad
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Input Pins
pinId: ActionStart
dataType: execute
pinId: Squad
dataType: ai_squad
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI
Get Units From Squad General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Input Pins
pinId: Squad
dataType: ai_squad
Output Pins
pinId: Units
dataType: object_list
userData:
Node Category: AI
Get All AI Units General
Output Pins
pinId: Units
dataType: object_list
userData:
pinId: Unit Count
dataType: number
userData:
pinId: Random Unit
userData:\
Node Category: AI
Get AI Units On Team General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Team
Input Pins
pinId: Team
dataType: team
Output Pins
pinId: Units
dataType: object_list
userData:
pinId: Unit Count
dataType: number
userData:
pinId: Random Unit
userData:
Node Category: AI
Get Is AI General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Object
Input Pins
pinId: Object
Output Pins
pinId: Is AI
dataType: bool
userData:
Node Category: AI_Advanced
Assign Unit To Squad
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Squad
Input Pins
pinId: ActionStart
dataType: execute
pinId: Unit
pinId: Squad
dataType: ai_squad
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Advanced
Set Global AI Difficulty
Input Pins
pinId: ActionStart
dataType: execute
pinId: Difficulty
dataType: difficulty
settings: defaultValue: String: DIFFICULTY.normal
pinId: CoOp Scalar
dataType: coop_difficulty
settings: defaultValue: String: COOP_DIFFICULTY.dynamic
pinId: Kill All Squads
dataType: bool
settings: defaultValue: String: false\
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers\
Apply Valhalla
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Enabled
Input Pins
pinId: ActionStart
dataType: execute
pinId: Enabled
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Apply Undetectable To AI
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Enabled
Input Pins
pinId: ActionStart
dataType: execute
pinId: Enabled
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Assign Squad To Team
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
New Team
Input Pins
pinId: ActionStart
dataType: execute
pinId: Squad
dataType: ai_squad
pinId: New Team
dataType: team
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Advanced
Assign Squad To Zone
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Zone
Input Pins
pinId: ActionStart
dataType: execute
pinId: Squad
dataType: ai_squad
pinId: Zone
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Advanced
Get Squad Remaining Alive General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Input Pins
pinId: Squad
dataType: ai_squad
Output Pins
pinId: Original Unit Count
dataType: number
userData:
pinId: Remaining Unit Count
dataType: number
userData:
pinId: Percent Remaining
dataType: number
userData:
Node Category: AI_Advanced
Was Last Unit In Squad Gameplay
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: DeathContext
Input Pins
pinId: DeathContext
dataType: death_context
Output Pins
pinId: Was Last Unit In Squad
dataType: bool
userData:
Node Category: Death_Context
Get Unit Count From Squad Definition General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad Definition
Input Pins
pinId: Squad Definition
dataType: ai_squad_definition
Output Pins
pinId: Unit Count
dataType: number
userData:
pinId: Can Spawn Whole Squad
dataType: bool
userData:
Node Category: AI_Advanced
Get AI Budget General
Output Pins
pinId: Available Unit Count
dataType: number userData:
Node Category: AI_Advanced
Get Squad State General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Input Pins
pinId: Squad
dataType: ai_squad
Output Pins
pinId: State
dataType: actor_basic_combat_status
userData:
Node Category: AI_Advanced
Compare Squad State General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad_State_A
Squad_State_B
Input Pins
pinId: Squad_State_A
dataType: actor_basic_combat_status
pinId: Squad_State_B
dataType: actor_basic_combat_status
Output Pins
pinId: Are_Same_State
dataType: bool
userData:
Node Category: Logic_Compare
Get AI Character Type General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Input Pins
pinId: Unit
Output Pins
pinId: Character Type
dataType: ai_character_type
userData:
Node Category: AI_Advanced
Compare Character Type General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Type A
Type B
Input Pins
pinId: Type A
dataType: ai_character_type
pinId: Type B
dataType: ai_character_type
Output Pins
pinId: Are Same Character Type
dataType: bool
userData:
pinId: Are Same Species
dataType: bool
userData:
Node Category: Logic_Compare
Is AI Unit Of Species General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Species Type
Input Pins
pinId: Unit
pinId: Species Type
dataType: ai_species_type
Output Pins
pinId: Is Of Species
dataType: bool
userData:
Node Category: AI_Advanced
Possess AI Unit
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Unit
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Unit
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Was Character Type General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: DeathContext
Character Type
Species Type
Input Pins
pinId: DeathContext
dataType: death_context
pinId: Character Type
dataType: ai_character_type
pinId: Species Type
dataType: ai_species_type
Output Pins
pinId: Are Same Character Type
dataType: bool
userData:
pinId: Are Same Species
dataType: bool
userData:
Node Category: Death_Context
Was AI Killer General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: DeathContext
Input Pins
pinId: DeathContext
dataType: death_context
Output Pins
pinId: Was AI Killer
dataType: bool
userData:
Node Category: Death_Context
Set AI Unit Magic Sight
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Magic Sight
Input Pins
pinId: ActionStart
dataType: execute
pinId: Unit
pinId: Magic Sight
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Set AI Unit Perception
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Blind
Deaf
Input Pins
pinId: ActionStart
dataType: execute
pinId: Unit
pinId: Blind
dataType: bool
pinId: Deaf
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Set AI Unit Braindead
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Braindead
Input Pins
pinId: ActionStart
dataType: execute
pinId: Unit
pinId: Braindead
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Get Squad Has Label General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Label
Input Pins
pinId: Squad
dataType: ai_squad
pinId: Label
dataType: user_label
Output Pins
pinId: Has Label
dataType: bool
userData:
Node Category: AI_Advanced
Get Squad Team General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Input Pins
pinId: Squad
dataType: ai_squad
Output Pins
pinId: Team
dataType: team
userData:
Node Category: AI_Advanced
Set Healthbar Visible
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Visible
Input Pins
pinId: ActionStart
dataType: execute
pinId: Unit
pinId: Visible
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Set All Healthbars Visible
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Visible
Input Pins
pinId: ActionStart
dataType: execute
pinId: Visible
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Modify AI Targetable List
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: AddRemove
Object
Team
Input Pins
pinId: ActionStart
dataType: execute
pinId: AddRemove
dataType: add_or_remove
pinId: Object
pinId: Team
dataType: team
pinId: Priority
dataType: number
settings: defaultValue: String: 0 MinRange: -0.95
MaxRange: 1
Step: 0.05
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Modify AI Targetable Object Methods
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Object
GrenadeTargeting
VehicleTargeting
Discourage Melee Weapons
Input Pins
pinId: ActionStart
dataType: execute
pinId: Object
pinId: GrenadeTargeting
dataType: bool
pinId: VehicleTargeting
dataType: bool
pinId: Discourage Melee Weapons
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Get AI Targetable Object List General
Output Pins
pinId: Object List
dataType: object_list userData:
pinId: Used Slots
dataType: number userData:
pinId: Remaining Slots
dataType: number userData:
Node Category: AI_Modifiers\
Set Squad Follow Object
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Object
Input Pins
pinId: ActionStart
dataType: execute
pinId: Squad
dataType: ai_squad
pinId: Object
pinId: Follow Radius
dataType: number
settings: defaultValue: String: 50
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Set Squad Stop Following
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Input Pins
pinId: ActionStart
dataType: execute
pinId: Squad
dataType: ai_squad
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Modifiers
Ally Squad With FFA Player
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Squad
Input Pins
pinId: ActionStart
dataType: execute
pinId: Squad
dataType: ai_squad
pinId: Player
settings: defaultValue: String: nil
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Advanced
AI Wave General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Wave Type
Input Pins
pinId: Wave Type
dataType: ai_wave_type
pinId: Spawners
dataType: object_list
settings: defaultValue: String: nil
pinId: Duration
dataType: number
settings: defaultValue: String: 0 MinRange: 0
pinId: Wave Options
dataType: ai_wave_options
settings: defaultValue: String: nil
Output Pins
pinId: Wave
dataType: ai_wave
userData:
Node Category: AI_Waves
AI Wave Options General
Input Pins
pinId: Incoming Messaging
dataType: bool
settings: defaultValue: String: false
pinId: Outgoing Messaging
dataType: bool
settings: defaultValue: String: false
pinId: Delay Spawn Until Budget
dataType: bool
settings: defaultValue: String: true
pinId: Extermination Percentage
dataType: number
settings: defaultValue: String: 100 MinRange: 1
MaxRange: 100\
Output Pins
pinId: Wave Options
dataType: ai_wave_options userData:
Node Category: AI_Waves\
Add Wave to Wave Manager General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Wave
Input Pins
pinId: ActionStart
dataType: execute
pinId: Wave
dataType: ai_wave
pinId: Wave Manager
dataType: ai_wave_manager
settings: defaultValue: String: ForgeCreateAIWaveManagerStruct(ForgeWaveManagerInstanceEnum.default)
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Waves
Remove Upcoming Waves General
Input Pins
pinId: ActionStart
dataType: execute
pinId: Wave Manager
dataType: ai_wave_manager
settings: defaultValue: String: ForgeCreateAIWaveManagerStruct(ForgeWaveManagerInstanceEnum.default)
Output Pins
pinId: ActionComplete
dataType: execute
userData:
Node Category: AI_Waves\
End Current Wave General
Input Pins
pinId: ActionStart
dataType: execute
pinId: Wave Manager
dataType: ai_wave_manager
settings: defaultValue: String: ForgeCreateAIWaveManagerStruct(ForgeWaveManagerInstanceEnum.default)
pinId: Victory Reason
dataType: ai_wave_victory_reason settings: defaultValue: String: ForgeWaveManagerVictoryReasons.none
pinId: Kill Remaining
dataType: bool
settings: defaultValue: String: false
pinId: Kill Stragglers
dataType: bool
settings: defaultValue: String: false\
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: AI_Waves\
Get Wave Manager Status General
Input Pins
pinId: Wave Manager
dataType: ai_wave_manager
settings: defaultValue: String: ForgeCreateAIWaveManagerStruct(ForgeWaveManagerInstanceEnum.default)
Output Pins
pinId: Has Active Wave
dataType: bool
userData:
pinId: Queue Size
dataType: number
userData:
Node Category: AI_Waves\
Get Current Wave Status General
Input Pins
pinId: Wave Manager
dataType: ai_wave_manager
settings: defaultValue: String: ForgeCreateAIWaveManagerStruct(ForgeWaveManagerInstanceEnum.default)
Output Pins
pinId: Active Squads
dataType: ai_squad_list
userData:
pinId: Straggler Squads
dataType: ai_squad_list
userData:
pinId: Percent Remaining
dataType: number
userData:
pinId: Duration Remaining
dataType: number
userData:
Node Category: AI_Waves\
Compare Wave Victory Reason General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Victory Reason A
Victory Reason B
Input Pins
pinId: Victory Reason A
dataType: ai_wave_victory_reason
pinId: Victory Reason B
dataType: ai_wave_victory_reason
Output Pins
pinId: Are Same Victory Reason
dataType: bool
userData:
Node Category: Logic_Compare
Compare Wave Managers General
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Wave Manager A
Wave Manager B
Input Pins
pinId: Wave Manager A
dataType: ai_wave_manager
pinId: Wave Manager B
dataType: ai_wave_manager
Output Pins
pinId: Are Same Wave Manager
dataType: bool
userData:
Node Category: Logic_Compare
Print Victory Reason To Killfeed
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Victory Reason
Input Pins
pinId: ActionStart
dataType: execute
pinId: Victory Reason
dataType: ai_wave_victory_reason
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Debug\
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Vehicles
Print Boolean To Killfeed
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Boolean
Input Pins
pinId: ActionStart
dataType: execute
pinId: Boolean
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Debug
Print Number To Killfeed
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Number
Input Pins
pinId: ActionStart
dataType: execute
pinId: Number
dataType: number
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Debug
Print Player To Killfeed
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Debug
Print Team To Killfeed
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Team
Input Pins
pinId: ActionStart
dataType: execute
pinId: Team
dataType: team
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Debug
Print Vector3 To Killfeed
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Vector
Input Pins
pinId: ActionStart
dataType: execute
pinId: Vector
dataType: vector3
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Debug
Print Control State To Killfeed
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Control State
Input Pins
pinId: ActionStart
dataType: execute
pinId: Control State
dataType: generic_zone_control_state
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Debug
Empty Player Equipment
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Inventory_Equipment
Refill Player Equipment
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Inventory_Equipment
Attempt to Enter Vehicle
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Vehicle
Input Pins
pinId: ActionStart
dataType: execute
pinId: Unit
pinId: Vehicle
pinId: Preferred Seat
dataType: seat_type
settings: defaultValue: String: Any
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Vehicles\
nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty
nodeOperations: operation: Rename
pinId: Player
data: Unit operation: Add
pinId: Preferred Seat
Kick Player From Vehicle
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Vehicles
Kick Unit From Vehicle
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Unit
Input Pins
pinId: ActionStart
dataType: execute
pinId: Unit
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Vehicles
Clear Splash for All Players
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused\
Clear Splash for Player
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: UI
Push Splash to All Players
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Message
Input Pins
pinId: ActionStart
dataType: execute
pinId: Duration in Seconds
dataType: number
settings: defaultValue: Float: 5 MinRange: 2.5
pinId: Message
dataType: ui_message
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Push Splash to Player
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Message
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Duration in Seconds
dataType: number
settings: defaultValue: Float: 5 MinRange: 2.5
pinId: Message
dataType: ui_message
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: UI
Push Splash to Team
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Team
Message
Input Pins
pinId: ActionStart
dataType: execute
pinId: Team
dataType: team
pinId: Duration in Seconds
dataType: number
settings: defaultValue: Float: 5 MinRange: 2.5
pinId: Message
dataType: ui_message
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Update Objective Banner for Player
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Enabled
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Enabled
dataType: bool
pinId: Message
dataType: ui_message
settings: defaultValue: String: nil
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: UI
Set Spawn In Vehicle For All Players
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Enabled
Vehicle Type
Input Pins
pinId: ActionStart
dataType: execute
pinId: Enabled
dataType: bool
pinId: Vehicle Type
dataType: vehicle_type
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Vehicles
Set Spawn In Vehicle For Player
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Enabled
Player
Vehicle Type
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Enabled
dataType: bool
pinId: Vehicle Type
dataType: vehicle_type
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Vehicles
Set Spawn In Vehicle For Team
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Enabled
Team
Vehicle Type
Input Pins
pinId: ActionStart
dataType: execute
pinId: Team
dataType: team
pinId: Enabled
dataType: bool
pinId: Vehicle Type
dataType: vehicle_type
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Flip Vehicle
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Vehicle
Input Pins
pinId: ActionStart
dataType: execute
pinId: Vehicle
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Vehicles
Scale and Destroy Vehicle
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Vehicle
Duration in Seconds
Input Pins
pinId: ActionStart
dataType: execute
pinId: Vehicle
pinId: Duration in Seconds
dataType: number
MinRange: 0
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Vehicles
Set Loadout Weapons For All Players
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Primary Weapon Type
Secondary Weapon Type
Apply Immediately
Input Pins
pinId: ActionStart
dataType: execute
pinId: Primary Weapon Type
dataType: weapon_type
pinId: Secondary Weapon Type
dataType: weapon_type
pinId: Apply Immediately
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Set Loadout Weapons For Player
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Primary Weapon Type
Secondary Weapon Type
Apply Immediately
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Primary Weapon Type
dataType: weapon_type
pinId: Secondary Weapon Type
dataType: weapon_type
pinId: Apply Immediately
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Set Loadout Weapons For Team
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Team
Primary Weapon Type
Secondary Weapon Type
Apply Immediately
Input Pins
pinId: ActionStart
dataType: execute
pinId: Team
dataType: team
pinId: Primary Weapon Type
dataType: weapon_type
pinId: Secondary Weapon Type
dataType: weapon_type
pinId: Apply Immediately
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Clear Loadout Weapons For All Players
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Apply Immediately
Input Pins
pinId: ActionStart
dataType: execute
pinId: Apply Immediately
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Clear Loadout Weapons For Player
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Apply Immediately
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Apply Immediately
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Clear Loadout Weapons For Team
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Team
Apply Immediately
Input Pins
pinId: ActionStart
dataType: execute
pinId: Team
dataType: team
pinId: Apply Immediately
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Override Loadouts For All Players
Input Pins
pinId: ActionStart
dataType: execute
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused\
Override Loadouts For Player
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Override Loadouts For Team
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Team
Input Pins
pinId: ActionStart
dataType: execute
pinId: Team
dataType: team
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Give Player New Equipment
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Equipment Type
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Equipment Type
dataType: equipment_type
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Inventory_Equipment
Adjust Player Equipment Charges
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Charge Count
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Charge Count
dataType: number
MinRange: -99
MaxRange: 99
Step: 1.0
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Inventory_Equipment
Set Player Equipment Charges
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Charge Count
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Charge Count
dataType: number
MinRange: 0
MaxRange: 99
Step: 1.0
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Inventory_Equipment
Set Player FFA Allegiance
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Team
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Team
dataType: team
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Players
Set Respawn Penalty
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Penalty Seconds
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Penalty Seconds
dataType: number
MinRange: 0
Step: 1
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Players
Set Spawn Point Enabled
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Spawn Point
Input Pins
pinId: ActionStart
dataType: execute
pinId: Spawn Point
pinId: Enabled
dataType: bool
settings: defaultValue: Bool: true
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Objects
Block Player Respawns
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Respawn Message
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Respawn Message
dataType: respawn_message
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Players
Unblock Respawns for Player
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Players
Add Bot Ambition To Object
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Target Object
Bot Ambition
Input Pins
pinId: ActionStart
dataType: execute
pinId: Target Object
pinId: Bot Ambition
dataType: forge_bot_ambition
pinId: Team
dataType: team
settings: defaultValue: String: nil
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Remove Bot Ambitions From Object
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Target Object
Input Pins
pinId: ActionStart
dataType: execute
pinId: Target Object
pinId: Only Specific Ambition Type
dataType: bool
settings: defaultValue: Bool: true
pinId: Ambition Type
dataType: bot_ambition_type
settings: defaultValue: String: nil
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Add Bot To Match
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Bot Difficulty
Input Pins
pinId: ActionStart
dataType: execute
pinId: Bot Difficulty
dataType: bot_difficulty
pinId: Team
dataType: team
settings: defaultValue: String: nil
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Bots
Remove All Bots From Match
Input Pins
pinId: ActionStart
dataType: execute
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Bots\
Remove Specific Bot From Match
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Bot Player
Input Pins
pinId: ActionStart
dataType: execute
pinId: Bot Player
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Bots
Set Player Mark Override
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Override Enabled
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Override Enabled
dataType: bool
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Players
Translate Object To Point
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Object
Position
Duration in Seconds
Input Pins
pinId: ActionStart
dataType: execute
pinId: Object
pinId: Position
dataType: vector3
pinId: Duration in Seconds
dataType: number
MinRange: 0
pinId: Movement Curve
dataType: curve_built_in
settings: defaultValue: String: CURVE_BUILT_IN.None
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Objects_Transform
Rotate Object To Point
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Object
Rotation
Duration in Seconds
Input Pins
pinId: ActionStart
dataType: execute
pinId: Object
pinId: Rotation
dataType: vector3
pinId: Duration in Seconds
dataType: number
MinRange: 0
pinId: Movement Curve
dataType: curve_built_in
settings: defaultValue: String: CURVE_BUILT_IN.None
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Objects_Transform
Set Player Weapons Lowered
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Player
Input Pins
pinId: ActionStart
dataType: execute
pinId: Player
pinId: Enabled
dataType: bool
settings: defaultValue: Bool: true
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Inventory
Set Weapon Total Rounds
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Weapon
Rounds
Input Pins
pinId: ActionStart
dataType: execute
pinId: Weapon
pinId: Rounds
dataType: number
MinRange: 0
Step: 1
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Set Weapon Magazine Ammo
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Weapon
Magazine Rounds
Input Pins
pinId: ActionStart
dataType: execute
pinId: Weapon
pinId: Magazine Rounds
dataType: number
MinRange: 0
Step: 1
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Set Weapons Reserve Ammo
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Weapon
Percent
Input Pins
pinId: ActionStart
dataType: execute
pinId: Weapon
pinId: Percent
dataType: number
MinRange: 0
MaxRange: 100
Step: 1
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Unused
Register Audio Zone
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Monitor
Audio Zone Effect
Input Pins
pinId: ActionStart
dataType: execute
pinId: Monitor
dataType: area_monitor
pinId: Audio Zone Effect
dataType: forge_audio_zone_effect
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Audio
Unregister Audio Zone
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Monitor
Input Pins
pinId: ActionStart
dataType: execute
pinId: Monitor
dataType: area_monitor
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Audio
Activate Generic Zone
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Zone
Input Pins
pinId: ActionStart
dataType: execute
pinId: Zone
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Generic_Objectives
Deactivate Generic Zone
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Zone
Input Pins
pinId: ActionStart
dataType: execute
pinId: Zone
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Generic_Objectives
Create Stopwatch
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Identifier
Input Pins
pinId: ActionStart
dataType: execute
pinId: Identifier
dataType: identifier
pinId: Start Immediately
dataType: bool
settings: defaultValue: Bool: false
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Stopwatches
Start Stopwatch
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Identifier
Input Pins
pinId: ActionStart
dataType: execute
pinId: Identifier
dataType: identifier
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Stopwatches
Restart Stopwatch
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Identifier
Input Pins
pinId: ActionStart
dataType: execute
pinId: Identifier
dataType: identifier
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Stopwatches
Reset Stopwatch
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Identifier
Input Pins
pinId: ActionStart
dataType: execute
pinId: Identifier
dataType: identifier
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Stopwatches
Pause Stopwatch
Node Rules
ruleID: RequiredNodeInput
RequiredProperties: Identifier
Input Pins
pinId: ActionStart
dataType: execute
pinId: Identifier
dataType: identifier
Output Pins
pinId: ActionComplete
dataType: execute userData:
Node Category: Stopwatches