# AI Nodes

<details>

<summary>Spawn AI Squad</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Spawner

**Input Pins**

pinId: ActionStart\
dataType: execute

pinId: Spawner

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: AI**

</details>

<details>

<summary>Spawn AI Squad With Definition</summary>

**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**

</details>

<details>

<summary>Get Squad Definition From Spawner General</summary>

**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**

</details>

<details>

<summary>Combine Squad Overrides General</summary>

**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\\**

</details>

<details>

<summary>Squad Overrides (Initial State) General</summary>

**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\\**

</details>

<details>

<summary>Squad Overrides (Misc) General</summary>

**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\\**

</details>

<details>

<summary>Squad Overrides (Behavior) General</summary>

**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\\**

</details>

<details>

<summary>Get Squad From Unit General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Unit

**Input Pins**

pinId: Unit

**Output Pins**

pinId: Squad\
dataType: ai\_squad\
userData:

**Node Category: AI**

</details>

<details>

<summary>Get All AI Squads General</summary>

**Output Pins**

pinId: Squad List\
dataType: ai\_squad\_list userData:Node Category: AI\\

</details>

<details>

<summary>Get AI Squads On Team General</summary>

**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**

</details>

<details>

<summary>Get Squads From Spawner General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Spawner

**Input Pins**

pinId: Spawner

**Output Pins**

pinId: Squad List\
dataType: ai\_squad\_list\
userData:

**Node Category: AI\_Advanced**

</details>

<details>

<summary>Get Squads With Label General</summary>

**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**

</details>

<details>

<summary>Get All Spawners General</summary>

**Output Pins**

pinId: Spawner List\
dataType: object\_list userData:

**Node Category: AI\_Advanced**

</details>

<details>

<summary>Kill All AI Squads</summary>

**Input Pins**

pinId: ActionStart\
dataType: execute

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:Node Category: AI

</details>

<details>

<summary>Kill AI Squad</summary>

**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**

</details>

<details>

<summary>Get Units From Squad General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Squad

**Input Pins**

pinId: Squad\
dataType: ai\_squad

**Output Pins**

pinId: Units\
dataType: object\_list\
userData:

**Node Category: AI**

</details>

<details>

<summary>Get All AI Units General</summary>

**Output Pins**

pinId: Units\
dataType: object\_list\
userData:

pinId: Unit Count\
dataType: number\
userData:

pinId: Random Unit\
userData:\\

**Node Category: AI**

</details>

<details>

<summary>Get AI Units On Team General</summary>

**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**

</details>

<details>

<summary>Get Is AI General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Object

**Input Pins**

pinId: Object

**Output Pins**

pinId: Is AI\
dataType: bool\
userData:

**Node Category: AI\_Advanced**

</details>

<details>

<summary>Assign Unit To Squad</summary>

**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**

</details>

<details>

<summary>Set Global AI Difficulty</summary>

**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\\**

</details>

<details>

<summary>Apply Valhalla</summary>

**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**

</details>

<details>

<summary>Apply Undetectable To AI</summary>

**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**

</details>

<details>

<summary>Assign Squad To Team</summary>

**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**

</details>

<details>

<summary>Assign Squad To Zone</summary>

**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**

</details>

<details>

<summary>Get Squad Remaining Alive General</summary>

**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**

</details>

<details>

<summary>Was Last Unit In Squad Gameplay</summary>

**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**

</details>

<details>

<summary>Get Unit Count From Squad Definition General</summary>

**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**

</details>

<details>

<summary>Get AI Budget General</summary>

**Output Pins**

pinId: Available Unit Count\
dataType: number userData:

**Node Category: AI\_Advanced**

</details>

<details>

<summary>Get Squad State General</summary>

**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**

</details>

<details>

<summary>Compare Squad State General</summary>

**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**

</details>

<details>

<summary>Get AI Character Type General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Unit

**Input Pins**

pinId: Unit

**Output Pins**

pinId: Character Type\
dataType: ai\_character\_type\
userData:

**Node Category: AI\_Advanced**

</details>

<details>

<summary>Compare Character Type General</summary>

**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**

</details>

<details>

<summary>Is AI Unit Of Species General</summary>

**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**

</details>

<details>

<summary>Possess AI Unit</summary>

**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**

</details>

<details>

<summary>Was Character Type General</summary>

**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**

</details>

<details>

<summary>Was AI Killer General</summary>

**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**

</details>

<details>

<summary>Set AI Unit Magic Sight</summary>

**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**

</details>

<details>

<summary>Set AI Unit Perception</summary>

**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**

</details>

<details>

<summary>Set AI Unit Braindead</summary>

**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**

</details>

<details>

<summary>Get Squad Has Label General</summary>

**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**

</details>

<details>

<summary>Get Squad Team General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Squad

**Input Pins**

pinId: Squad\
dataType: ai\_squad

**Output Pins**

pinId: Team\
dataType: team\
userData:

**Node Category: AI\_Advanced**

</details>

<details>

<summary>Set Healthbar Visible</summary>

**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**

</details>

<details>

<summary>Set All Healthbars Visible</summary>

**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**

</details>

<details>

<summary>Modify AI Targetable List</summary>

**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**

</details>

<details>

<summary>Modify AI Targetable Object Methods</summary>

**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**

</details>

<details>

<summary>Get AI Targetable Object List General</summary>

**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\\**

</details>

<details>

<summary>Set Squad Follow Object</summary>

**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**

</details>

<details>

<summary>Set Squad Stop Following</summary>

**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**

</details>

<details>

<summary>Ally Squad With FFA Player</summary>

**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**

</details>

<details>

<summary>AI Wave General</summary>

**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**

</details>

<details>

<summary>AI Wave Options General</summary>

**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\\**

</details>

<details>

<summary>Add Wave to Wave Manager General</summary>

**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**

</details>

<details>

<summary>Remove Upcoming Waves General</summary>

**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\\**

</details>

<details>

<summary>End Current Wave General</summary>

**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\\**

</details>

<details>

<summary>Get Wave Manager Status General</summary>

**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\\**

</details>

<details>

<summary>Get Current Wave Status General</summary>

**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\\**

</details>

<details>

<summary>Compare Wave Victory Reason General</summary>

**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**

</details>

<details>

<summary>Compare Wave Managers General</summary>

**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**

</details>

<details>

<summary>Print Victory Reason To Killfeed</summary>

**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**

</details>

<details>

<summary>Print Boolean To Killfeed</summary>

**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**

</details>

<details>

<summary>Print Number To Killfeed</summary>

**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**

</details>

<details>

<summary>Print Player To Killfeed</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Player

**Input Pins**

pinId: ActionStart\
dataType: execute

pinId: Player

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: Debug**

</details>

<details>

<summary>Print Team To Killfeed</summary>

**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**

</details>

<details>

<summary>Print Vector3 To Killfeed</summary>

**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**

</details>

<details>

<summary>Print Control State To Killfeed</summary>

**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**

</details>

<details>

<summary>Empty Player Equipment</summary>

**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**

</details>

<details>

<summary>Refill Player Equipment</summary>

**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**

</details>

<details>

<summary>Attempt to Enter Vehicle</summary>

**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

</details>

<details>

<summary>Kick Player From Vehicle</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Player

**Input Pins**

pinId: ActionStart\
dataType: execute

pinId: Player

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: Vehicles**

</details>

<details>

<summary>Kick Unit From Vehicle</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Unit

**Input Pins**

pinId: ActionStart\
dataType: execute

pinId: Unit

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: Vehicles**

</details>

<details>

<summary>Clear Splash for All Players</summary>

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: Unused\\**

</details>

<details>

<summary>Clear Splash for Player</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Player

**Input Pins**

pinId: ActionStart\
dataType: execute

pinId: Player

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: UI**

</details>

<details>

<summary>Push Splash to All Players</summary>

**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**

</details>

<details>

<summary>Push Splash to Player</summary>

**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**

</details>

<details>

<summary>Push Splash to Team</summary>

**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**

</details>

<details>

<summary>Update Objective Banner for Player</summary>

**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**

</details>

<details>

<summary>Set Spawn In Vehicle For All Players</summary>

**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**

</details>

<details>

<summary>Set Spawn In Vehicle For Player</summary>

**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**

</details>

<details>

<summary>Set Spawn In Vehicle For Team</summary>

**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**

</details>

<details>

<summary>Flip Vehicle</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Vehicle

**Input Pins**

pinId: ActionStart\
dataType: execute

pinId: Vehicle

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: Vehicles**

</details>

<details>

<summary>Scale and Destroy Vehicle</summary>

**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**

</details>

<details>

<summary>Set Loadout Weapons For All Players</summary>

**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**

</details>

<details>

<summary>Set Loadout Weapons For Player</summary>

**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**

</details>

<details>

<summary>Set Loadout Weapons For Team</summary>

**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**

</details>

<details>

<summary>Clear Loadout Weapons For All Players</summary>

**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**

</details>

<details>

<summary>Clear Loadout Weapons For Player</summary>

**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**

</details>

<details>

<summary>Clear Loadout Weapons For Team</summary>

**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**

</details>

<details>

<summary>Override Loadouts For All Players</summary>

**Input Pins**

pinId: ActionStart\
dataType: execute

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: Unused\\**

</details>

<details>

<summary>Override Loadouts For Player</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Player

**Input Pins**

pinId: ActionStart\
dataType: execute

pinId: Player

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: Unused**

</details>

<details>

<summary>Override Loadouts For Team</summary>

**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**

</details>

<details>

<summary>Give Player New Equipment</summary>

**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**

</details>

<details>

<summary>Adjust Player Equipment Charges</summary>

**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**

</details>

<details>

<summary>Set Player Equipment Charges</summary>

**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**

</details>

<details>

<summary>Set Player FFA Allegiance</summary>

**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**

</details>

<details>

<summary>Set Respawn Penalty</summary>

**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**

</details>

<details>

<summary>Set Spawn Point Enabled</summary>

**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**

</details>

<details>

<summary>Block Player Respawns</summary>

**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**

</details>

<details>

<summary>Unblock Respawns for Player</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties: Player

**Input Pins**

pinId: ActionStart\
dataType: execute

pinId: Player

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: Players**

</details>

<details>

<summary>Add Bot Ambition To Object</summary>

**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**

</details>

<details>

<summary>Remove Bot Ambitions From Object</summary>

**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**

</details>

<details>

<summary>Add Bot To Match</summary>

**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**

</details>

<details>

<summary>Remove All Bots From Match</summary>

**Input Pins**

pinId: ActionStart\
dataType: execute

**Output Pins**

pinId: ActionComplete\
dataType: execute userData:

**Node Category: Bots\\**

</details>

<details>

<summary>Remove Specific Bot From Match</summary>

**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**

</details>

<details>

<summary>Set Player Mark Override</summary>

**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**

</details>

<details>

<summary>Translate Object To Point</summary>

**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**

</details>

<details>

<summary>Rotate Object To Point</summary>

**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**

</details>

<details>

<summary>Move Object To Transform</summary>

**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**

</details>

<details>

<summary>Set Player Weapons Lowered</summary>

**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**

</details>

<details>

<summary>Set Weapon Total Rounds</summary>

**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**

</details>

<details>

<summary>Set Weapon Magazine Ammo</summary>

**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**

</details>

<details>

<summary>Set Weapons Reserve Ammo</summary>

**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**

</details>

<details>

<summary>Register Audio Zone</summary>

**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**

</details>

<details>

<summary>Unregister Audio Zone</summary>

**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**

</details>

<details>

<summary>Activate Generic Zone</summary>

**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**

</details>

<details>

<summary>Deactivate Generic Zone</summary>

**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**

</details>

<details>

<summary>Create Stopwatch</summary>

**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**

</details>

<details>

<summary>Start Stopwatch</summary>

**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**

</details>

<details>

<summary>Restart Stopwatch</summary>

**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**

</details>

<details>

<summary>Reset Stopwatch</summary>

**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**

</details>

<details>

<summary>Pause Stopwatch</summary>

**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**

</details>
