# AI Toolkit Nodes

<details>

<summary>Declare Encounter Variable</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Identifier\
Scope

pinId: Identifier\
dataType: identifier Editor Settings:

pinId: Initial Value\
dataType: encounter Editor Settings:

defaultValue: String: nil

pinId: Scope\
dataType: forge\_variable\_scope Editor Settings:

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\_Variables\\**

</details>

<details>

<summary>Get Encounter Variable Storage</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Identifier\
Scope

pinId: Identifier\
dataType: identifier Editor Settings:

pinId: Scope\
dataType: forge\_variable\_scope Editor Settings:

pinId: Object\
dataType: object\
defaultValue: String: nil Editor Settings:

**Output Pins**

pinId: Out\
dataType: encounter\
userData: Editor Settings: Editor Settings:

**Node Category: Unused\_AIToolkit\_Variables\\**

</details>

<details>

<summary>Set Encounter Variable Storage\ Function</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Identifier\
Scope

pinId: ActionStart\
dataType: execute

pinId: Identifier\
dataType: identifier Editor Settings:

pinId: Value\
dataType: encounter\
defaultValue: String: nil Editor Settings:

pinId: Scope\
dataType: forge\_variable\_scope Editor Settings:

pinId: Object\
dataType: object\
defaultValue: String: nil Editor Settings:

**Output Pins**

pinId: ActionComplete\
dataType: execute

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\_Variables\\**

</details>

<details>

<summary>Declare Squad Specification Variable</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Identifier\
Scope

pinId: Identifier\
dataType: identifier Editor Settings:

pinId: Initial Value\
dataType: squad\_specification Editor Settings:

defaultValue: String: nil

pinId: Scope\
dataType: forge\_variable\_scope Editor Settings:

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\_Variables\\**

</details>

<details>

<summary>Get Squad Specification Variable Storage</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Identifier\
Scope

pinId: Identifier\
dataType: identifier Editor Settings:

pinId: Scope\
dataType: forge\_variable\_scope Editor Settings:

pinId: Object\
dataType: object\
defaultValue: String: nil Editor Settings:

**Output Pins**

pinId: Out\
dataType: squad\_specification\
userData: Editor Settings: Editor Settings:

**Node Category: Unused\_AIToolkit\_Variables\\**

</details>

<details>

<summary>Set Squad Specification Variable Storage\ Function</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Identifier\
Scope

pinId: ActionStart\
dataType: execute

pinId: Identifier\
dataType: identifier Editor Settings:

pinId: Value\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:

pinId: Scope\
dataType: forge\_variable\_scope Editor Settings:

pinId: Object\
dataType: object\
defaultValue: String: nil Editor Settings:

**Output Pins**

pinId: ActionComplete\
dataType: execute

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\_Variables\\**

</details>

<details>

<summary>Create Encounter Storage</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Area Object\
Identifier

pinId: ActionStart\
dataType: execute

pinId: Area Object\
dataType: object Editor Settings:

pinId: Identifier\
dataType: identifier Editor Settings:

**Output Pins**

pinId: ActionComplete\
dataType: execute

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Squad Follow Player Function</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Squad\
Player

pinId: ActionStart\
dataType: execute

pinId: Squad\
dataType: ai\_squad Editor Settings:

pinId: Player\
dataType: object Editor Settings:

properties: propertyName: Radius\
dataType: number\
defaultValue: Float: 50.0

MinRange: 10.0\
MaxRange: 100.0\
Step: 1.0 Editor Settings:

propertyName: Refresh Distance\
dataType: number\
defaultValue: Float: 30.0

MinRange: 10.0\
MaxRange: 100.0\
Step: 1.0 Editor Settings:

propertyName: Refresh Time\
dataType: number\
defaultValue: Float: 5.0

MinRange: 1.0\
MaxRange: 30.0\
Step: 1.0 Editor Settings:

**Output Pins**

pinId: ActionComplete\
dataType: execute

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Squad Follow Storage</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Object\
Squad

pinId: ActionStart\
dataType: execute

pinId: Squad\
dataType: ai\_squad Editor Settings:

pinId: Object\
dataType: object Editor Settings:

properties: propertyName: Radius\
dataType: number\
defaultValue: Float: 50.0

MinRange: 10.0\
MaxRange: 100.0\
Step: 1.0 Editor Settings:

propertyName: Refresh Distance\
dataType: number\
defaultValue: Float: 30.0

MinRange: 10.0\
MaxRange: 100.0\
Step: 1.0 Editor Settings:

propertyName: Refresh Time\
dataType: number\
defaultValue: Float: 5.0

MinRange: 1.0\
MaxRange: 30.0\
Step: 1.0 Editor Settings:

**Output Pins**

pinId: ActionComplete\
dataType: execute

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Squad Go To Position Storage</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Squad\
Position

pinId: ActionStart\
dataType: execute

pinId: Squad\
dataType: ai\_squad Editor Settings:

pinId: Position\
dataType: vector3 Editor Settings:

pinId: Radius\
dataType: number\
defaultValue: Float: 50.0

MinRange: 10.0\
MaxRange: 100.0\
Step: 1.0 Editor Settings:

**Output Pins**

pinId: ActionComplete\
dataType: execute

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Spawn Squad Storage</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
SquadSpawnDefinition

pinId: ActionStart\
dataType: execute

pinId: SquadSpawnDefinition\
dataType: ai\_squad\_definition Editor Settings:

pinId: Identifier\
dataType: identifier\
defaultValue: String: nil Editor Settings:

**Output Pins**

pinId: ActionComplete\
dataType: execute

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Assign Squad To Encounter Function</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Squad\
Encounter

pinId: ActionStart\
dataType: execute

pinId: Squad\
dataType: ai\_squad Editor Settings:

pinId: Encounter\
dataType: encounter Editor Settings:

**Output Pins**

pinId: ActionComplete\
dataType: execute

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Assign Object to Team Function</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Target

pinId: ActionStart\
dataType: execute

pinId: Target\
dataType: object Editor Settings:

pinId: Team\
dataType: team\
defaultValue: String: nil Editor Settings:

pinId: Bias\
dataType: number\
defaultValue: String: nil Editor Settings:

MinRange: -1.0\
MaxRange: 1.0\
Step: 0.1

pinId: Targetable Object Overrides\
dataType: targetable\_object\_overrides\
defaultValue: String: nil Editor Settings:

**Output Pins**

pinId: ActionComplete\
dataType: execute

userData: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Brute General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_brute\_character\_type\
defaultValue: String: AICharacterTypeIdTable.brute\_minor Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: brute\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Brute Officer General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_brute\_officer\_character\_type\
defaultValue: String: AICharacterTypeIdTable.brute\_captain Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: brute\_officer\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Brute Chieftain General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_brute\_chieftain\_character\_type\
defaultValue: String: AICharacterTypeIdTable.brute\_chieftan Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: brute\_chieftain\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Grunt General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_grunt\_character\_type\
defaultValue: String: AICharacterTypeIdTable.grunt\_conscript\_a Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: grunt\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Elite General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_elite\_character\_type\
defaultValue: String: AICharacterTypeIdTable.elite\_mercenary Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: elite\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Hunter General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_hunter\_character\_type\
defaultValue: String: AICharacterTypeIdTable.hunter Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: hunter\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Jackal General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_jackal\_character\_type\
defaultValue: String: AICharacterTypeIdTable.jackal\_freebooter Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: jackal\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Marine General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_marine\_character\_type\
defaultValue: String: AICharacterTypeIdTable.marine\_assault Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: marine\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Skimmer General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_skimmer\_character\_type\
defaultValue: String: AICharacterTypeIdTable.skimmer Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: skimmer\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Sentinel Boss General</summary>

**Input Pins**

pinId: Character Type\
dataType: ai\_sentinel\_boss\_character\_type\
defaultValue: String: AICharacterTypeIdTable.adjutant\_resolution\_spire Editor Settings:\\

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: sentinel\_boss\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Harbinger General</summary>

**Output Pins**

pinId: Character Specification\
dataType: character\_specification\
labels: inquisitor\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Characters\\**

</details>

<details>

<summary>Characters For Squad General</summary>

**Input Pins**

pinId: Entry1\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry2\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry3\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry4\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Squad Specification\
dataType: squad\_specification\
labels: character\_group\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Characters For Drop Pods General</summary>

**Input Pins**

pinId: Entry1\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry2\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry3\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry4\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Squad Specification\
dataType: squad\_specification\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>General Characters For Phantom General</summary>

**Input Pins**

pinId: Entry1\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry2\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry3\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry4\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Squad Specification\
dataType: squad\_specification\
labels: phantom\_general\_passenger\_group\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Large Characters For Phantom General</summary>

**Input Pins**

pinId: Entry1\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry2\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry3\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry4\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Phantom Large Passengers\
dataType: squad\_specification\
labels: phantom\_general\_passenger\_group\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Characters Groups For Phantom General</summary>

**Input Pins**

pinId: Entry1\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry2\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry3\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry4\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Phantom Passengers\
dataType: squad\_specification\
labels: phantom\_full\_passenger\_group\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Vehicle Cargo For Phantom General</summary>

**Input Pins**

pinId: Large Cargo\
dataType: vehicle\_specification\
defaultValue: String: nil Editor Settings:

pinId: Small Cargo 1\
dataType: vehicle\_specification\
defaultValue: String: nil Editor Settings:

pinId: Small Cargo 2\
dataType: vehicle\_specification\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Phantom Vehicle Cargo\
dataType: squad\_specification\
labels: phantom\_vehicle\_cargo\_group\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Loadout For Phantom General</summary>

**Input Pins**

pinId: Phantom Passengers\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:

pinId: Phantom Vehicle Cargo\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Phantom Passengers Out\
dataType: squad\_specification\
labels: phantom\_full\_loadout\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Ghost General</summary>

**Input Pins**

pinId: Driver\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Config\
dataType: number\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Vehicle Specification Entry\
dataType: vehicle\_specification\
labels: small\_vehicle\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Vehicles\\**

</details>

<details>

<summary>Wraith General</summary>

**Input Pins**

pinId: Driver\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Gunner\
dataType: character\_specification\
defaultValue: String: nil Editor Settings:

pinId: Config\
dataType: number\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Vehicle Specification Entry\
dataType: vehicle\_specification\
labels: large\_vehicle\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\_Vehicles\\**

</details>

<details>

<summary>Vehicles For Squad General</summary>

**Input Pins**

pinId: Entry1\
dataType: vehicle\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry2\
dataType: vehicle\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry3\
dataType: vehicle\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry4\
dataType: vehicle\_specification\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Squad Specification\
dataType: squad\_specification\
labels: vehicle\_group\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Merge Squad Specifications General</summary>

**Input Pins**

pinId: Entry1\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry2\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry3\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:

pinId: Entry4\
dataType: squad\_specification\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Squad Specification\
dataType: squad\_specification\
labels: full\_squad\_specification\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Build Squad Spawn Definition General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Encounter\
Team\
Squad Specification

pinId: Encounter\
dataType: encounter Editor Settings:

pinId: Team\
dataType: team Editor Settings:

pinId: Squad Specification\
dataType: squad\_specification Editor Settings:

pinId: Spawn Overrides\
dataType: spawn\_overrides\
defaultValue: String: nil Editor Settings:

**Output Pins**

pinId: AI Squad Definition\
dataType: ai\_squad\_definition\
userData: Editor Settings: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Drop Pod Spawn Settings General</summary>

**Input Pins**

pinId: Spawn Time Window\
dataType: number\
defaultValue: Float: 3.0 Editor Settings:

pinId: Spawn Overrides\
dataType: spawn\_overrides\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Drop Pod Spawn Settings\
dataType: drop\_pod\_spawn\_settings\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Build Drop Pod Squad Spawn Definition General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Encounter\
Team\
Squad Specification\
Drop Pod Spawn Settings

pinId: Encounter\
dataType: encounter Editor Settings:

pinId: Team\
dataType: team Editor Settings:

pinId: Squad Specification\
dataType: squad\_specification Editor Settings:

pinId: Drop Pod Spawn Settings\
dataType: drop\_pod\_spawn\_settings Editor Settings:

**Output Pins**

pinId: AI Squad Definition\
dataType: ai\_squad\_definition\
userData: Editor Settings: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Build Phantom Air Drop Squad Spawn Definition General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Encounter\
Team\
Squad Specification\
Phantom Air Drop Settings

pinId: Encounter\
dataType: encounter Editor Settings:

pinId: Team\
dataType: team Editor Settings:

pinId: Squad Specification\
dataType: squad\_specification Editor Settings:

pinId: Phantom Air Drop Settings\
dataType: phantom\_air\_drop\_settings Editor Settings:

**Output Pins**

pinId: AI Squad Definition\
dataType: ai\_squad\_definition\
userData: Editor Settings: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Phantom Air Drop Settings General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Location

pinId: Location\
dataType: object Editor Settings:

pinId: Phantom Air Drop Ship Modifiers\
dataType: phantom\_air\_drop\_ship\_modifiers\
defaultValue: String: nil Editor Settings:

pinId: Phantom Air Drop Drop Modifiers\
dataType: phantom\_air\_drop\_drop\_modifiers\
defaultValue: String: nil Editor Settings:

pinId: Spawn Behavior Overrides\
dataType: spawn\_behavior\_overrides\
defaultValue: String: nil Editor Settings:

**Output Pins**

pinId: Phantom Air Drop Settings\
dataType: phantom\_air\_drop\_settings\
userData: Editor Settings: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Phantom Air Drop Drop Modifiers General</summary>

**Input Pins**

pinId: Initial Combat State\
dataType: actor\_basic\_combat\_status\
defaultValue: String: nil Editor Settings:

pinId: Passenger Seat Preference\
dataType: air\_drop\_passenger\_seat\_preference\
defaultValue: Enumerable: PASSENGER\_SEAT\_PREFERENCE.Both Editor Settings:

pinId: Passenger Drop Height\
dataType: number\
defaultValue: Float: 2.0 Editor Settings:

pinId: Vehicle Drop Height\
dataType: number\
defaultValue: Float: 2.0 Editor Settings:\\

**Output Pins**

pinId: Phantom Air Drop Drop Modifiers\
dataType: phantom\_air\_drop\_drop\_modifiers\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Phantom Air Drop Ship Modifiers General</summary>

**Input Pins**

pinId: Chin Gun Present\
dataType: bool\
defaultValue: Bool: true Editor Settings:

pinId: Side Gunner Type\
dataType: phantom\_side\_gunner\
defaultValue: String: nil Editor Settings:

pinId: Attack After Drop Duration\
dataType: number\
defaultValue: Float: 0.0 Editor Settings:\\

**Output Pins**

pinId: Phantom Air Drop Ship Modifiers\
dataType: phantom\_air\_drop\_ship\_modifiers\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Spawn Behavior Overrides General</summary>

**Input Pins**

pinId: Braindead\
dataType: bool\
defaultValue: Bool: false Editor Settings:

pinId: Blind\
dataType: bool\
defaultValue: Bool: false Editor Settings:

pinId: Deaf\
dataType: bool\
defaultValue: Bool: false Editor Settings:

pinId: Magic Sight\
dataType: bool\
defaultValue: Bool: false Editor Settings:\\

**Output Pins**

pinId: Spawn Behavior Overrides\
dataType: spawn\_behavior\_overrides\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Spawn At Location General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Location

pinId: Location\
dataType: object Editor Settings:

pinId: Radius\
dataType: number\
defaultValue: Float: 1.0 Editor Settings:

**Output Pins**

pinId: Spawn Location Override\
dataType: spawn\_location\_override\
userData: Editor Settings: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Spawn In Area General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Area Object

pinId: Area Object\
dataType: object Editor Settings:

**Output Pins**

pinId: Spawn Location Override\
dataType: spawn\_location\_override\
userData: Editor Settings: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Spawn Overrides General</summary>

**Input Pins**

pinId: Initial Combat State\
dataType: actor\_basic\_combat\_status\
defaultValue: String: nil Editor Settings:

pinId: Initial Facing\
dataType: number\
defaultValue: String: nil Editor Settings:

pinId: Spawn Location Override\
dataType: spawn\_location\_override\
defaultValue: String: nil Editor Settings:

pinId: Spawn Behavior Overrides\
dataType: spawn\_behavior\_overrides\
defaultValue: String: nil Editor Settings:\\

**Output Pins**

pinId: Spawn Overrides\
dataType: spawn\_overrides\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Targetable Object Overrides General</summary>

**Input Pins**

pinId: Vehicle Targetable\
dataType: bool\
defaultValue: String: nil Editor Settings:

pinId: Grenade Targetable\
dataType: bool\
defaultValue: String: nil Editor Settings:

pinId: Minimum Range\
dataType: number\
defaultValue: String: nil Editor Settings:\
MinRange: 0.0\
MaxRange: 20.0\
Step: 0.5 Editor Settings:

pinId: Maximum Range\
dataType: number\
defaultValue: String: nil Editor Settings:\
MinRange: 0.0\
MaxRange: 20.0\
Step: 0.5 Editor Settings:\\

**Output Pins**

pinId: Targetable Object Overrides\
dataType: targetable\_object\_overrides\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Is Object AI Targetable General</summary>

**Node Rules**

ruleID: RequiredNodeInput\
RequiredProperties:\
Object

pinId: Object\
dataType: object Editor Settings:

**Output Pins**

pinId: Is Targetable\
dataType: bool\
userData: Editor Settings: Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Get Current AI Targetable Object Count General</summary>

**Output Pins**

pinId: Count\
dataType: number\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Max AI Targetable Objects General</summary>

**Output Pins**

pinId: Count\
dataType: number\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>

<details>

<summary>Get AI Targetable Objects General</summary>

**Output Pins**

pinId: Count\
dataType: object\_list\
userData:\
Editor Settings:

**Node Category: Unused\_AIToolkit\\**

</details>


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://wiki.thescriptersguild.com/scripting/node-data/connection-pins/pin-data-reference/ai-toolkit-nodes.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
