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
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
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
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