AI Nodes
Last updated
Last updated
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Spawner
Input Pins
pinId: ActionStart dataType: execute
pinId: Spawner
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: AI
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
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
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\
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\
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\
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\
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Unit
Input Pins
pinId: Unit
Output Pins
pinId: Squad dataType: ai_squad userData:
Node Category: AI
Output Pins
pinId: Squad List dataType: ai_squad_list userData:Node Category: AI\
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
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Spawner
Input Pins
pinId: Spawner
Output Pins
pinId: Squad List dataType: ai_squad_list userData:
Node Category: AI_Advanced
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
Output Pins
pinId: Spawner List dataType: object_list userData:
Node Category: AI_Advanced
Input Pins
pinId: ActionStart dataType: execute
Output Pins
pinId: ActionComplete dataType: execute userData:Node Category: AI
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
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Squad
Input Pins
pinId: Squad dataType: ai_squad
Output Pins
pinId: Units dataType: object_list userData:
Node Category: AI
Output Pins
pinId: Units dataType: object_list userData:
pinId: Unit Count dataType: number userData:
pinId: Random Unit userData:\
Node Category: AI
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
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Object
Input Pins
pinId: Object
Output Pins
pinId: Is AI dataType: bool userData:
Node Category: AI_Advanced
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
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\
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
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
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
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
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
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
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
Output Pins
pinId: Available Unit Count dataType: number userData:
Node Category: AI_Advanced
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
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
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Unit
Input Pins
pinId: Unit
Output Pins
pinId: Character Type dataType: ai_character_type userData:
Node Category: AI_Advanced
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
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
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
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
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
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
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
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
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
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Squad
Input Pins
pinId: Squad dataType: ai_squad
Output Pins
pinId: Team dataType: team userData:
Node Category: AI_Advanced
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
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
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
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
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\
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
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
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
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
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\
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
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\
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\
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\
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\
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
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
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
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
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
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Player
Input Pins
pinId: ActionStart dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: Debug
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
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
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
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
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
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
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Player
Input Pins
pinId: ActionStart dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: Vehicles
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Unit
Input Pins
pinId: ActionStart dataType: execute
pinId: Unit
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: Vehicles
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: Unused\
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Player
Input Pins
pinId: ActionStart dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: UI
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
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
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
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
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
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
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
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Vehicle
Input Pins
pinId: ActionStart dataType: execute
pinId: Vehicle
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: Vehicles
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
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
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
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
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
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
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
Input Pins
pinId: ActionStart dataType: execute
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: Unused\
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Player
Input Pins
pinId: ActionStart dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: Unused
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
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
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
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
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
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
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
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
Node Rules
ruleID: RequiredNodeInput RequiredProperties: Player
Input Pins
pinId: ActionStart dataType: execute
pinId: Player
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: Players
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
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
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
Input Pins
pinId: ActionStart dataType: execute
Output Pins
pinId: ActionComplete dataType: execute userData:
Node Category: Bots\
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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