AI Nodes

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

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

Move Object To Transform

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object Destination Object Duration in Seconds Movement Curve

Input Pins

pinId: ActionStart dataType: execute

pinId: Object

pinId: Destination Object

pinId: Duration in Seconds dataType: number MinRange: 0

pinId: Movement Curve dataType: curve_built_in

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

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