TSG Forge Wiki
  • Welcome
  • Forge
    • Forge Basics and UI
      • Loading Into Forge
        • Forge Canvases
        • Baked-In Map Data
      • Forge Interface
        • Object Browser
          • Forge Object List
        • Object Properties
        • Folders
          • Basic Folder Structure
          • Advanced Folder Structure
        • Map Options
        • Tool Settings
          • Debug Element Display Options
      • Controls and Shortcuts
      • Coordinate System and Spaces
      • Working with Objects
      • Editor Modes
      • Saving Assets
      • Forge Terminology
    • Layout
      • Level Design
        • Blockout Best Practices
        • Metrics
          • Level Geometry Metrics
          • Map Scaling
          • Movement and Player Character Info
        • Terrain
          • TI and Non-TI Terrain
          • Terrain Guidelines
        • Planning the Location and Orientation of Your Map
        • Designing For Halo
      • Level Art
        • Creating an Art Palette
        • Art Techniques
    • Spawning
      • Initial Spawning
        • Team Intro Spawns
        • Initial Spawn Points
        • Backup Spawn Points
      • Respawning
        • Respawn Points
          • Respawn Point Count Reference
        • Reviving a Player
      • Spawn Influence
        • Spawn Volumes
          • FFA & Spawn Volumes
          • Weighting Respawn Volumes (old)
        • Player-Based Spawn Influence
      • Spawn Order
    • Gameplay
      • Sandbox
        • Weapons
          • All Weapons
            • Weapon Classes
            • Variants (old)
          • Weapon Spawning
            • Weapon Racks
            • Weapon Pads
            • Weapon Trunks
            • Classic Weapon Spawns
            • Weapon Pods
            • Weapon Objects
          • Weapon Data
            • Weapon Time To Kill
            • Weapon Rate of Fire and Reload Speeds
            • Weapon Single Round Damage
            • Weapon Projectile Behavior and Leading Ranges
            • Weapon Aim Assist Cone Data
        • Equipment
          • All Equipment
            • Equipment Tiers
            • Fusion Coils (old)
          • Equipment Spawning
            • Equipment Dispensers
            • Power Equipment Dispensers
            • Classic Equipment Spawns
            • Equipment Pods
          • All Grenades
          • Grenade Spawning
            • Grenade Dispensers
            • Classic Grenade Spawns
            • Grenade Objects
        • Vehicles
          • All Vehicles
            • Vehicle Classes
          • Vehicle Spawning
            • Vehicle Spawners
            • Classic Vehicle Spawns
            • Vehicle Objects
          • Vehicle Data
            • Vehicle Repair Thresholds
            • Rounds Required to Pass Vehicle Repair Thresholds
            • Vehicle Damage Sections
        • Ordnance Pods
          • Ordnance Pod Count Reference
        • Spawn Properties
          • 343 Default Spawn Properties Reference
      • Cameras
        • Map Intro Cameras
          • Intro Cameras in Forge (old)
        • Winning Team Outro
      • Launchers and Lifts
      • Teleporters
      • Audio
        • Audio Emitters
        • 3D Audio
        • Optimizing Audio Generation
        • Building Audio
          • Audio Build Errors
      • Named Location Volumes
      • Containment
        • Blockers
        • Kill Zones
        • Safe Volumes
    • Modes
      • Slayer
      • Capture The Flag
        • Standard CTF
        • One Flag CTF
        • Neutral CTF
        • BTB:CTF
        • Husky Raid
        • Capture The Flag (old)
      • Strongholds
      • King of The Hill
      • Oddball
      • Firefight
        • Firefight KOTH
          • Mode Options
        • Firefight Custom
      • Infection
      • Land Grab
      • Attrition
        • Dodgeball
        • Elimination
      • Extraction
      • Total Control
      • Stockpile
      • Big Team Battle Heavies
      • Minigame
    • Nav Mesh
      • Nav Objects
        • Nav Seed Points
        • Nav Helpers
        • Nav Cutters
        • Bot Nav Markers
      • Nav Mesh Generation
        • Nav Mesh Generation Root Points
        • Optimizing Nav Mesh Generation
          • Hiding Objects During Nav Mesh Generation (old)
        • Building Nav Mesh
          • Fixing Nav Mesh Build Issues
          • How To Use Nav Mesh (old)
      • NPC Units
        • Bots
          • Bot Difficulties
          • Bot Spawning
        • AI
          • All AI Character Types
          • AI Spawning
            • AI Droppod Spawner
            • AI Phantom Spawner
            • AI Spawner
            • AI Vehicle Spawner
        • Behavior
        • Ambitions
        • Max Jump Heights and Distances
    • Lighting
      • Settings, Object-Based Lighting
        • Basic Light Settings
        • Minimal Roughness
        • Near/Far Begin
        • First Person Contact Shadows
        • Cone
        • Animation
        • Oriented Bounding Box (OBB)
        • Area Light
        • Light Group
        • Light Objects (old)
      • Settings, Global Lighting
        • Sun
        • Sky
        • Light Bounce
        • Fog
        • Fog (old)
        • Tool Settings (old)
        • Light Bounce (old)
        • Sunlight (old)
        • Sky Rendering (old)
        • Sunlight & Sun Direction (old)
      • Lighting Modifiers
        • Light Probes
        • Reflections
          • Reflection Volumes
            • Building Reflection Volumes
        • Light Probe Marker (old)
        • Level Bound Probes (old)
        • Reflection Volumes (old)
          • Cubemaps
      • Building Lighting
        • Light Probe Blending Issues
      • FX
        • Lighting FX Objects
        • FX-Emitting Objects
    • Standards
      • Mode Setup
        • Arena
        • Ranked
        • Big Team Battle
        • Squad Battle
        • Free For All
      • Map Requirements
  • Scripting
    • Scripting Basics and UI
      • Node Graph Interface
        • Node Browser
        • Graph Options
        • Global Log
        • Budget
      • Controls and Shortcuts
      • Working with Nodes
      • Script Brains and Mode Brains
      • Node Graph Properties
      • Scripting Terminology
    • Nodes
      • AI
        • Combine Squad Overrides
        • Get AI Units From Squad
        • Get All AI Units
        • Get All AI Units On Team
        • Get All Squads
        • Get All Squads On Team
        • Get Squad Definition From AI Spawner
        • Get Squad From AI Unit
        • Kill All Squads
        • Kill Squad
        • Spawn Squad Through Definition
        • Squad Overrides Behavior
        • Squad Overrides Identification
        • Squad Overrides Spawn Logic
        • Trigger AI Spawner
      • AI ADVANCED
        • Ally Squad With FFA Player
        • Assign AI Unit To Spawned Squad
        • Assign Squad To Team
        • Assign Squad To Zone
        • Get AI Character Type
        • Get All AI Spawners
        • Get Available AI Unit Count
        • Get Is AI
        • Get Squad AI Unit Count
        • Get Squad Combat State
        • Get Squad Definition AI Unit Count
        • Get Squad Has Squad Label
        • Get Squad Team
        • Get Squads From Spawner
        • Get Squads With Squad Label
        • Is AI Unit Of Species
      • AI MODIFIERS
        • Apply Undetectable To AI
        • Apply Valhalla
        • Get AI Targetable Object List
        • Modify AI Targetable List
        • Modify AI Targetable Object Methods
        • Set AI Difficulty
        • Set AI Unit Inactive
        • Set AI Unit Magic Sight
        • Set AI Unit Perception
        • Set All Healthbars Visible
        • Set Healthbar Visible
        • Set Squad Follow Object
        • Set Squad Stop Following
        • Trigger Grunt Hug
      • AI WAVES
        • Add Wave To Wave Manager
        • Compare Wave Manager
        • Compare Wave Type
        • Compare Wave Victory Reason
        • End Current Wave
        • Get Current Wave Status
        • Get Wave Manager Status
        • Remove Upcoming Waves
        • Wave
        • Wave Options
      • AUDIO
        • Fade Current Music Track For All Players
        • Fade Current Music Track For Player
        • Fade Current Music Track For Team
        • Play 3D Audio For All Players
        • Play 3D Audio For Opposing Teams
        • Play 3D Audio For Team
        • Play Announcer Voiceover For All Players
        • Play Announcer Voiceover For Player
        • Play Announcer Voiceover For Team
        • Play Music Track For All Players
        • Play Music Track For Player
        • Play Music Track For Team
        • Play Nearing Victory Audio For All Players
        • Register Audio Zone
        • Set Object 3D Audio Loop
        • Stop Music Track For All Players
        • Stop Music Track For Player
        • Stop Music Track For Team
        • Stop Object 3D Audio Loop
        • Unregister Audio Zone
      • BOTS
        • Add Bot
        • Add Bot Ambition To Object
        • Ambition Type: Deliver
        • Ambition Type: Guard
        • Ambition Type: Interact
        • Ambition Type: Pickup
        • Bot Ambition
        • Bot Difficulty
        • Get All Bots
        • Get All Bots On Team
        • Get Bot Is Difficulty
        • Get Is Bot
        • Remove All Bots
        • Remove Bot Ambitions From Object
        • Remove Specific Bot From Match
      • DEATH CONTEXT
        • Was AI Killer
        • Was Assisted Kill
        • Was Character Type
        • Was Grenade Kill
        • Was Last AI Unit In Squad
        • Was Melee Kill
        • Was Vehicle Kill
        • Was Weapon Kill
        • Was With Grenade Type
        • Was With Specific Vehicle
        • Was With Specific Weapon
        • Was With Vehicle Type
        • Was With Weapon Type
      • DEBUG
        • Print Boolean To Killfeed
        • Print Control State To Killfeed
        • Print Number To Killfeed
        • Print Player To Killfeed
        • Print Team To Killfeed
        • Print Vector3 To Killfeed
        • Print Victory Reason To Killfeed
      • EVENTS
        • On Game Start
        • On Gameplay Start
        • On Map Intro
        • On Object Damaged
        • On Object Destroyed
        • On Object Entered Area
        • On Object Exited Area
        • On Object Spawned
        • On Round End
        • On Round Start
        • On Vehicle Entered
        • On Vehicle Exited
        • On Vehicle Hijacked By AI
        • On Vehicle Hijacked By Player
        • On Vehicle Overturned
      • EVENTS AI
        • On AI Unit Killed
        • On Any Wave End
        • On Any Wave Start
        • On Squad Arrived
        • On Squad Arrived At Specific Zone
        • On Squad Remaining Percent
        • On Squad Spawned
        • On Squad Spawned With Squad Label
        • On Squad State Changed
        • On Wave End
        • On Wave Start
      • EVENTS CUSTOM
        • Every N Seconds
        • On Custom Equipment A Used
        • On Custom Equipment B Used
        • On Custom Equipment C Used
        • On Custom Equipment D Used
        • On Custom Event
        • On Custom Event, Global
        • On Custom Event, Global Async
        • On Object Interacted
        • On Stopwatch Reaches N Seconds
        • Trigger Custom Event
        • Trigger Custom Event, Global
        • Trigger Custom Event, Global Async
      • EVENTS GENERIC OBJECTIVES
        • On Generic Ball Dropped
        • On Generic Ball Pickup
        • On Generic Flag Carrier Killed
        • On Generic Flag Dropped
        • On Generic Flag Picked Up
        • On Generic Flag Reset
        • On Generic Flag Scored
        • On Generic Flag Spawned
        • On Generic Skull Dropped
        • On Generic Skull Pickup
        • On Generic Zone Capture Complete
        • On Generic Zone Capture Reset
        • On Generic Zone Capture Secured
        • On Generic Zone Capture Start
        • On Generic Zone Contested End
        • On Generic Zone Contested Start
        • On Generic Zone Entered
        • On Generic Zone Exited
        • On Generic Zone Expired
        • On Generic Zone Incoming
        • On Generic Zone Neutralize Reset
        • On Generic Zone Neutralize Start
        • On Generic Zone Neutralized
        • On Generic Zone Online
        • On Generic Zone Score End
        • On Generic Zone Score Start
        • On Generic Zone Score Tick
        • On Generic Zone State Changed
        • On Power Seed Dropped
        • On Power Seed Picked Up
        • On Shrinking Zone Start
        • On Shrinking Zone Stop
        • On Shrinking Zone Tick
        • On Socket Planted
        • On Socket Removed
      • EVENTS INVENTORY
        • On Equipment Pickup
        • On Equipment Used
        • On Grenade Pickup
        • On Grenade Throw
        • On Repair Field Healed
        • On Weapon Added
        • On Weapon Dropped
        • On Weapon Low Ammo
        • On Weapon No Ammo
        • On Weapon Pickup
        • On Weapon Refill Pickup
      • EVENTS MODES
        • On Capture Zone Capture Complete
        • On Capture Zone Capture Reset
        • On Capture Zone Capture Secured
        • On Capture Zone Capture Start
        • On Capture Zone Contested End
        • On Capture Zone Contested Start
        • On Capture Zone Entered
        • On Capture Zone Exited
        • On Capture Zone Incoming
        • On Capture Zone Lifetime Expired
        • On Capture Zone Neutralize Reset
        • On Capture Zone Neutralize Start
        • On Capture Zone Neutralized
        • On Capture Zone Online
        • On Capture Zone Score End
        • On Capture Zone Score Start
        • On Capture Zone Score Tick
        • On Capture Zone State Changed
        • On Extraction Zone Arming Completed
        • On Extraction Zone Arming Interrupted
        • On Extraction Zone Arming Started
        • On Extraction Zone Conversion Completed
        • On Extraction Zone Conversion Interrupted
        • On Extraction Zone Conversion Started
        • On Extraction Zone Extraction Completed
        • On Flag Captured
        • On Flag Carrier Killed
        • On Flag Carrier Spotted
        • On Flag Dropped
        • On Flag Incoming
        • On Flag Picked Up
        • On Flag Reset
        • On Flag Spawned
        • On New VIP
        • On Oddball Carrier Killed
        • On Oddball Carrier Spotted
        • On Oddball Dropped
        • On Oddball Incoming
        • On Oddball Picked Up
        • On Oddball Reset
        • On Oddball Score Tick
        • On Oddball Spawned
        • On Player Infected
        • On Player Level Up
        • On VIP Killed
      • EVENTS PLAYERS
        • On Medal Awarded
        • On Player Crouch
        • On Player Exited
        • On Player Joined
        • On Player Killed
        • On Player Mark
        • On Player Spawned
        • On Player Team Change
      • GAME MODE
        • Adjust Lifepool
        • Adjust Personal Score
        • Adjust Player Points
        • Adjust Team Points
        • Clear Team VIP
        • End Round
        • End Round - All Lose
        • End Round - All Tie
        • End Round - Winning Player
        • End Round - Winning Team
        • Get Current Round
        • Get Is Forge Mode
        • Get Is Game Mode
        • Get Is VIP
        • Get Lifepool Lives Remaining
        • Get Max Rounds
        • Get Personal Score
        • Get Player Points
        • Get Points To Win
        • Get Round Time
        • Get Team Points
        • Set Points To Win
        • Set Round Time
        • Set VIP
      • GAME MODE FIREFIGHT
        • End Firefight Custom Set
        • Fail Firefight Custom Perfect Set
        • Get Firefight Boss Spawners
        • Get Firefight Custom Set State
        • Get Firefight Wave Spawners
        • On Firefight Set End
        • On Firefight Set Start
        • Override AI Spawner
      • GENERIC OBJECTIVES
        • Activate Delivery Point
        • Activate Flag Spawn
        • Activate Generic Zone
        • Activate Shrinking Zone
        • Add Player To Allow List
        • Deactivate Delivery Point
        • Deactivate Flag Spawn
        • Deactive Generic Zone
        • Deactive Shrinking Zone
        • Get Generic Zone Control State
        • Get Generic Zone Progress
        • Get Players In Generic Zone
        • Remove Player From Allow List
      • INVENTORY
        • Add Player Ammo - Equipped
        • Add Player Ammo - Unequipped
        • Are Same Weapon Type
        • Drop Specific Weapon
        • Drop Weapon Of Type
        • Empty Player Ammo
        • Get Is Holding Specific Weapon
        • Get Is Holding Weapon Type
        • Get Is Weapon Type
        • Get Player Holding Item
        • Get Player Weapons
        • Get Unit Holding Item
        • Get Unit Weapons
        • Get Weapon Magazine Capacity
        • Get Weapon Magazine Rounds
        • Get Weapon Type
        • Give Player New Weapon
        • Give Player Specific Weapon
        • Give Unit New Weapon
        • Give Unit Specific Weapon
        • Refill Player Ammo
        • Set Player Weapon Lowered
        • Switch To First Weapon Of Type
      • INVENTORY EQUIPMENT
        • Adjust Player Equipment Charges
        • Adjust Player Grenades
        • Are Same Equipment Type
        • Empty Player Equipment
        • Empty Player Grenades
        • Get Equipment Type
        • Get Is Holding Any Equipment
        • Get Is Holding Equipment Type
        • Get Loadout Grenade Count
        • Get Player Equipment Charges
        • Get Player Grenade Count
        • Give Player New Equipment
        • Refill Default Grenades
        • Refill Player Equipment
        • Set Player Equipment Charges
      • LISTS
        • Add Item To Generic List
        • Combine Generic Lists
        • Declare Generic Item Variable
        • Declare Generic List Variable
        • For Each Generic Item
        • Generic List
        • Get Generic Item At Index
        • Get Generic Item Variable
        • Get Generic List Size
        • Get Generic List Variable
        • Get N Items In Generic List
        • Get Shared Items
        • Get Unshared Items
        • Item Is In Generic List
        • Remove Item From Generic List
        • Set Generic Item Variable
        • Set Generic List Variable
      • LISTS CASTS
        • Cast To Boolean
        • Cast To Equipment Type
        • Cast To Grenade Type
        • Cast To Nav Marker
        • Cast To Number
        • Cast To Object
        • Cast To Squad
        • Cast To Squad Definition
        • Cast To String
        • Cast To Team
        • Cast To UI Message
        • Cast To User Label
        • Cast To Vector3
        • Cast To Vehicle Type
        • Cast To Wave
        • Cast To Wave Manager
        • Cast To Weapon Type
      • LOGIC
        • Boolean Logic
        • Boolean NOT
        • Branch
        • For Each Bot
        • For Each Object
        • For Each Player
        • For N Iterations
        • Increment Number Variable
        • Toggle Boolean Variable
        • Wait For N Seconds
      • LOGIC COMPARE
        • Compare
        • Compare Character Type
        • Compare Control States
        • Compare Equipment Types
        • Compare Grenade Types
        • Compare Medals
        • Compare Squad State
        • Compare Squads
        • Compare Teams
        • Compare Vehicle Types
        • Compare Weapon Types
      • MATH
        • Absolute Value
        • Add
        • Add Vectors
        • Convert Degrees To Radians
        • Convert Radians To Degrees
        • Divide
        • Get Pi
        • Get Random Rotation
        • Get Vector Axis Value
        • Get Vector Length
        • Multiply
        • Normalize Vector
        • Random
        • Random Boolean
        • Round To Whole Number
        • Scale Vector
        • Square Root
        • Subtract
        • Subtract Vectors
        • Trigonometry - ArcSin/ArcCos
        • Trigonometry - ArcTan
        • Trigonometry - Cos/Sin/Tan
        • Vector Cross Product
        • Vector Dot Product
      • OBJECTS
        • Add Object To List
        • Are Same Object
        • Clone Object
        • Combine Object Lists
        • Damage Object
        • Delete Object
        • Get All Objects By Label And Spawn Order
        • Get All Objects By Spawn Order
        • Get All Players With Spawn Order
        • Get All Spawn Points
        • Get All Spawn Points For Team
        • Get First N Objects
        • Get First Object By Label
        • Get Is Dead
        • Get Is Valid Object
        • Get Last N Objects
        • Get List Size
        • Get Object Health
        • Get Object Shield
        • Get Object Spawn Order
        • Get Object Team
        • Get Object At Index
        • Get Objects By Label
        • Get Objects In Area Monitor
        • Get Objects In Prefab
        • Get Random N Objects
        • Get Shared Objects
        • Get Unique Objects
        • Object Is In List
        • Register Object For Kill Volume Events
        • Remove Object From List
        • Set Object Health
        • Set Object Health Percent
        • Set Object Physics Mode
        • Set Object Spawn Order
        • Set Object Team
        • Set Object Team To Neutral
        • Set Spawn Point Enabled
        • Spawn Object
      • OBJECTS FILTERS
        • Does Player Pass Object Filter
        • Remove All Filters On Object
        • Set Player Filter On Object
        • Set Team Filter On Object
      • OBJECTS TRANSFORM
        • Get Object Angular Velocity
        • Get Object Forward
        • Get Object Position
        • Get Object Rotation
        • Get Object Up
        • Get Object Velocity
        • Move Object To Transform
        • Reset Object
        • Rotate Object To Point
        • Set Object Angular Velocity
        • Set Object Position
        • Set Object Rotation
        • Set Object Velocity
        • Translate Object To Point
      • PLAYERS
        • Activate Spartan Tracking
        • Are Same Player
        • Block Player Spawns
        • Get All Players
        • Get All Players On Team
        • Get Is Crouching
        • Get Is Grappling
        • Get Is In Shroud Screen
        • Get Is Lunging
        • Get Is Mark Overridden
        • Get Is Overshield On
        • Get Is Player
        • Get Is Translocating
        • Get Is Zoomed
        • Get Number Of Teams
        • Get Number Of Players
        • Get Player Aiming Vector
        • Get Player FFA Allegiance
        • Get Player Overshield
        • Get Player Team
        • Get Random Player
        • Get Respawn Penalty
        • Revive All Players
        • Revive All Players On Team
        • Revive Player
        • Set Player Camo
        • Set Player FFA Allegiance
        • Set Player Mark Override
        • Set Player Overshield
        • Set Player Team
        • Set Player VFX
        • Set Respawn Penalty
        • Teleport Player
        • Unblock Respawns For Player
      • SKULLS
        • Cast To Skull
        • Compare Skulls
        • Declare Skull Variable
        • Get Skull Enabled
        • Get Skull Variable
        • Set Skull Enabled
        • Set Skull Variable
        • Skull
      • STOPWATCHES
        • Create Stopwatch
        • Get Stopwatch Elapsed Time
        • Pause Stopwatch
        • Reset Stopwatch
        • Restart Stopwatch
        • Start Stopwatch
      • TRAITS
        • Apply Trait Set
        • Apply Trait Set For Seconds
        • Apply Trait Set Until Death
        • Combine Trait Lists
        • Declare Trait Set
        • Get Random N Traits
        • Remove All Trait Sets
        • Remove Trait Set
        • Trait List
      • TRAITS AI
        • Trait AI: Bonus Health
        • Trait AI: Bottomless Clip
        • Trait AI: Damage Resistance
        • Trait AI: Health Recharge
        • Trait AI: Movement Speed
        • Trait AI: Movement Speed With Turret
        • Trait AI: Prevent Weapon Firing
        • Trait AI: Vampirism
        • Trait AI: Weapon Damage
      • TRAITS PLAYER
        • Apply Player Trait Set
        • Apply Player Trait Set For Seconds
        • Apply Player Trait Set Until Death
        • Remove All Player Trait Sets
        • Remove Player Trait Set
        • Trait: Bonus Health
        • Trait: Bonus Shield
        • Trait: Bottomless Clip
        • Trait: Clamber Enabled
        • Trait: Clamber Speed
        • Trait: Damage Resistance
        • Trait: Deathless
        • Trait: Equipment Pickup
        • Trait: Grenade Damage
        • Trait: Grenade Detonation Radius
        • Trait: Grenade Impulse
        • Trait: Grenade Pickup
        • Trait: Headshot Protection
        • Trait: Health Recharge
        • Trait: Infinite Ammo
        • Trait: Jump Height
        • Trait: Loadout Weapon Overrides
        • Trait: Melee Damage
        • Trait: Melee Impulse
        • Trait: Melee Recovery Speed
        • Trait: Motion Tracker Range
        • Trait: Motion Tracker Visible
        • Trait: Movement Speed
        • Trait: Movement Speed With Turret
        • Trait: Player Gravity
        • Trait: Prevent Grenade Throwing
        • Trait: Prevent Weapon Firing
        • Trait: Reload Speed
        • Trait: Shield HUD Visible
        • Trait: Shield Recharge
        • Trait: Slide Speed
        • Trait: Sprint Enabled
        • Trait: Sprint Reload Enabled
        • Trait: Sprint Resets Recharge
        • Trait: Sprint Speed
        • Trait: Third Person Gameplay
        • Trait: VFX - Active Camouflage
        • Trait: VFX - Overshield
        • Trait: Vampirism
        • Trait: Vehicle Passenger Only
        • Trait: Weapon Damage
        • Trait: Weapon Dropping
        • Trait: Weapon Pickup
        • Trait: Weapon Switch Speed
      • UI
        • Clear Splash For Player
        • Create UI Message
        • Create UI Message [B]
        • Create UI Message [C]
        • Push Splash To Player
        • Set Objective Banner For Player
      • UI NAV MARKERS
        • Add Trigger Volume Docking
        • Add Trigger Volume Visibility
        • Attach Nav Marker To Object
        • Clear All Visibility
        • Clear Distance Visibility
        • Clear Nav Marker Progress Team
        • Clear Nav Marker Text
        • Clear Nav Marker Team
        • Get Nav Marker Progress
        • Nav Marker
        • Nav Marker Global
        • Negate Line Of Sight To Object Center Visibility
        • Negate Line Of Sight To Player Visibility
        • Negate Player Distance Visibility
        • Negate Player Docking
        • Negate Player Visibility
        • Negate Sprinted Recently Visibility
        • Negate Team Distance Visibility
        • Negate Team Docking
        • Negate Team Visibility
        • Negate Trigger Volume Docking
        • Negate Trigger Volume Visibility
        • Remove All Docking
        • Remove All Player Filters
        • Remove All Team Filters
        • Remove All Trigger Volume Visibility
        • Remove Line Of Sight To Object Center Visibility
        • Remove Line Of Sight To Player Visibility
        • Remove Player Docking
        • Remove Player Visibility
        • Remove Sprinted Visibility
        • Remove Team Docking
        • Remove Team Offscreen Visibility
        • Remove Team Visibility
        • Remove Took Damage Visibility
        • Remove Trigger Volume Docking
        • Remove Trigger Volume From Docking
        • Remove Trigger Volume Visibility
        • Reset Distance Visibility Params
        • Set All Players Docking
        • Set Distance Visibility Params
        • Set Docking Order
        • Set Line Of Sight To Object Center Visibility
        • Set Line Of Sight To Player Visibility
        • Set Nav Marker Enabled
        • Set Nav Marker Icon
        • Set Nav Marker Message
        • Set Nav Marker Position
        • Set Nav Marker Progress
        • Set Nav Marker Progress Team
        • Set Nav Marker Team
        • Set Nav Marker Team Visibility
        • Set Nav Marker Text
        • Set Nav Marker Type
        • Set Player Distance Visibility
        • Set Player Distance Visibility Params
        • Set Player Docking
        • Set Player Visibility
        • Set Sprinted Visibility
        • Set Team Distance Visibility
        • Set Team Distance Visibility Params
        • Set Team Docking
        • Set Team Visibility
        • Set Team Offscreen Visibility
        • Set Took Damage Visibility
        • Set Visibility Filter Type
      • UNITS
        • Are Same Unit
        • Get All Units
        • Get All Units On Team
        • Get Is Airborne
        • Get Is Camouflaged
        • Get Is Detected
        • Get Is Detected By Team
        • Get Is In Knockback
        • Get Random Unit
        • Get Unit Aiming Vector
        • Get Unit FFA Allegiance
        • Get Unit Team
        • Set Unit Camo
        • Teleport Unit
      • VARIABLES ADVANCED
        • Boolean Variable
        • Equipment Type Variable
        • Grenade Type Variable
        • Number Variable
        • Object List Variable
        • Object Variable
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        • Squad Variable
        • String Variable
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      • VARIABLES BASIC
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        • Weapon Type, Combination
      • VARIABLES LITERALS
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    • Node Terminology
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    • Node Data
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        • Pin Data Reference
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      • Content Interface and Controls
        • Play Interface
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      • Working with Files
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          • Removing a User From the File Credits
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      • Prefabs
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      • Watching Films
        • Theater Controls and Menus
  • Guides and Knowledge
    • Forge Know-how
      • Forge Tips and Tricks
        • Letter A Decal as a Blocker Object
        • Colored Boundaries
        • Reserving Budget For Gameplay Objects
        • Volumetric Fog Affects Brightness of Light Cones
        • Chain Link Fences
        • A Chunk's Guide to Level Design
        • Using The Canvas Bounds as a Soft Containment Measure
        • Forging On a Controller
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        • Map Performance Optimizations
        • Creating Realistic Lighting
        • Art Techniques, Brick
        • Art Techniques, Forerunner
        • MP vs Non-MP Objects
        • Object Level of Detail
        • Applying Identical Positional Data Between Objects
        • Fixed vs Phased Physics
        • Using Boundaries to Visualize Object Placement
        • Forge Workflow Tips
        • Mitigating Z-Fighting With Objects
      • Forge Bugs
        • 0.7 Degree Rotation Bug
        • Incorrect Object Visual Model Scaling Bug
        • Static Universal Blockers Have Inconsistent Collision With Gamemode Objects
        • Interaction With Small Objects That Have a Complex Collision Mesh Causes Performance Loss
        • Broken Precision Movement
        • Welded Prefab Bugs
      • Forge Exploits
        • Bypassing 150-Object Prefab Limit
        • Bypassing Object Scaling Limits
        • Bypassing Copy Protection
        • Forge via Custom Game (UCN)
        • Using "nan" as the Value Instead of a Number
        • Applying Inaccessible Object Properties
      • Forge Misc
        • Forge Data
        • Forge Kit Objects
        • Hidden Forge Objects
    • Scripting Know-how
      • Scripting Tips and Tricks
        • Patterns
          • Telefragging
          • Checking Object Types
          • Deleting Dropped Weapons Using Scripts
          • For N Iterations Stack
          • Sending Fusion Coils Directly to Player's Hands
          • How to kill Players With Scripts
          • Mutate vs. Non-Mutate
          • Object Duplication Exploit
          • Object Pools
          • Pub-Sub
          • Referencing Thrown Grenades
          • Removing Nav Markers
          • Spawning Players in Vehicles
          • Creating a Spherical Boundary
          • Linking Multiple Switches to the same On Interacted Event
          • Recursive Functions
          • Polling Player Health
          • Managing Nav Markers
          • Using Custom Events and Variables Across Mode and Script Brains
        • Variables
          • Object Lists
          • Understanding Scope
        • Transforms
          • Object Forward and Up Vectors
        • Traits - Players
          • Shields
          • Traits
        • Equipment
          • Cancelling Custom Equipment Animation
        • Area Monitors
        • Bots
        • Video Tutorials
        • Weapon Combinations
      • Scripting Bugs
        • Invisible Nodes or Connections
        • Unpredictable Node Selection Movement
      • Scripting Exploits
      • Scripting Misc
    • UGC Know-how
      • UGC Tips and Tricks
        • Gathering Players in Open Lobbies
        • Handling Level Files
        • Handling Seemingly Corrupt File Versions
        • Saving an Entire Map Using Prefabs
      • UGC Bugs
        • Session Timeout Required for Adding Prefab Screenshots
        • Bookmarked Films Do Not Fetch Info Correctly
        • Mode Option Changes Stay Cached Until Game Reset
        • Inability to Start a Session
        • Bookmarked Files Stay On The Latest Published Version At The Time Of Bookmark
      • UGC Exploits
        • Creating Single-Object Prefabs
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      • UGC Misc
        • Getting a Map In Matchmaking
          • Matchmaking Forger Discord Server
        • Special Earnable Rewards
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  • Community
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        • tsg botDebug
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        • tsg ai totems and kill tokens
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  1. Scripting
  2. Node Data
  3. Connection Pins
  4. Pin Data Reference

Data Type Nodes

Number Literal

Output Pins

pinId: Out dataType: number IsEditableOutput: true settings: userData:

Compare Math

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Operand A Operand B

Input Pins

pinId: Operand A dataType: number\

pinId: Operand B dataType: number\

Output Pins

pinId: Equal dataType: bool userData:

pinId: Greater Than dataType: bool userData:

pinId: Less Than dataType: bool userData:

Node Category: Logic_Compare

Declare Number

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: number settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Number

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: number userData:

Node Category: Variables_Advanced

Set Number

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: number settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Increment Number

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Increment Value Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Increment Value dataType: number\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Logic

Bool Literal

Output Pins

pinId: Out dataType: bool IsEditableOutput: true settings: userData:

Declare Bool

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: bool settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Bool

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: bool userData:

Node Category: Variables_Advanced

Set Bool

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: bool settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Toggle Boolean

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Logic

Object Reference Reference

Node Rules

ruleID: RequiredNodeInput RequiredProperties: EntryId

Output Pins

pinId: Object dataType: object userData:

EditableProperty: EntryId IsEditableOutput: true settings:

properties: propertyName: EntryId dataType: number

Declare Object

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: object settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Object

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: object userData:

Node Category: Variables_Advanced

Set Object

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: object settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Object List Reference

Input Pins

pinId: Object 1 dataType: object settings: pinId: Object 2 dataType: object settings: pinId: Object 3 dataType: object settings: pinId: Object 4 dataType: object settings:

Output Pins

pinId: Object List dataType: object_list userData:

Declare Object List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: object_list settings: String: (ForgeCreateObjectList(nil))

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Object List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: object_list userData:

Node Category: Variables_Advanced

Set Object List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: object_list settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Team Literal

Output Pins

pinId: Out dataType: team IsEditableOutput: true settings: userData:

Compare Team Math

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Team A Team B

Input Pins

pinId: Team A dataType: team\

pinId: Team B dataType: team\

Output Pins

pinId: Equal dataType: bool userData:

Node Category: Logic_Compare

Declare Team

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: team settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced\

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Storage

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: team userData:

Node Category: Variables_Advanced

Set Team

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: team settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Vector3 Literal

Input Pins

pinId: X dataType: number MinRange: -1000 MaxRange: 1000 Step: 0.1 settings: Float: 0pinId: Y dataType: number MinRange: -1000 MaxRange: 1000 Step: 0.1 settings: Float: 0pinId: Z dataType: number MinRange: -1000 MaxRange: 1000 Step: 0.1 settings: Float: 0

Output Pins

pinId: Out dataType: vector3 userData:

Declare Vector3

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: vector3 settings: String: vector(0\ 0\ 0)

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced\

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Storage

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: vector3 userData:

Node Category: Variables_Advanced

Set Vector3

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: vector3 settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Area Monitor Parcel

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Output Pins

pinId: AreaMonitor dataType: area_monitor userData: userData:

Declare NavMarker

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier

Input Pins

pinId: Identifier dataType: identifier\

Output Pins

pinId: Out dataType: nav_marker userData:

properties: propertyName: IconIndex dataType: number settings: String: 1 userData:

Node Category: UI_Nav_Markers

Get NavMarker Storage

Node Rules

ruleID: ValidUserIdentifier IdentifierKey: Identifier DeclarationNodeType: Declare NavMarker

ruleID: RequiredNodeInput RequiredProperties: Identifier

Input Pins

pinId: Identifier dataType: identifier\

Output Pins

pinId: Out dataType: nav_marker userData:

Node Category: Unused

Slayer Parcel\ Declaration\ GameMode

Output Pins

pinId: Slayer dataType: mode_slayer userData: userData:

Node Category: Unused

Grenade Type Literal

Output Pins

pinId: Out dataType: grenade_type IsEditableOutput: true settings: userData:

Compare Grenade Type Math

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Grenade Type A Grenade Type B

Input Pins

pinId: Grenade Type A dataType: grenade_type\

pinId: Grenade Type B dataType: grenade_type\

Output Pins

pinId: Equal dataType: bool userData:

Node Category: Logic_Compare

Declare Grenade Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: grenade_type settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Grenade Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: grenade_type userData:

Node Category: Variables_Advanced

Set Grenade Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: grenade_type settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Declare UI Message

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: ui_message settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Message Template

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: ui_message userData:

Node Category: Variables_Advanced

Set Message Template

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: ui_message settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

String Literal

Output Pins

pinId: Out dataType: string_id IsEditableOutput: true settings: userData:

Declare String

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: string_id settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get String

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: string_id userData:

Node Category: Variables_Advanced

Set String

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: string_id settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Vehicle Type Literal

Output Pins

pinId: Out dataType: vehicle_type IsEditableOutput: true settings: userData:

Compare Vehicle Type Math

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Vehicle Type A Vehicle Type B

Input Pins

pinId: Vehicle Type A dataType: vehicle_type\

pinId: Vehicle Type B dataType: vehicle_type\

Output Pins

pinId: Equal dataType: bool userData:

Node Category: Logic_Compare

Declare Vehicle Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: vehicle_type settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Vehicle Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: vehicle_type userData:

Node Category: Variables_Advanced

Set Vehicle Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: vehicle_type settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Vehicle Type Combination Literal

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Base Vehicle Configuration

Input Pins

pinId: Base Vehicle dataType: vehicle_type\

pinId: Configuration dataType: vehicle_type\

Output Pins

pinId: Out dataType: vehicle_type userData:

Node Category: Unused

Weapon Type Literal

Output Pins

pinId: Out dataType: weapon_type IsEditableOutput: true settings: userData:

Compare Weapon Type Math

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Weapon Type A Weapon Type B

Input Pins

pinId: Weapon Type A dataType: weapon_type\

pinId: Weapon Type B dataType: weapon_type\

Output Pins

pinId: Equal dataType: bool userData:

Node Category: Logic_Compare

Declare Weapon Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: weapon_type settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Weapon Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: weapon_type userData:

Node Category: Variables_Advanced

Set Weapon Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: weapon_type settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Weapon Type Combination Literal

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Base Weapon Configuration

Input Pins

pinId: Base Weapon dataType: base_weapon_type\

pinId: Configuration dataType: variant_weapon_type\

Output Pins

pinId: Out dataType: weapon_type userData:

Identifier Literal

Output Pins

pinId: Identifier dataType: identifier userData:IsEditableOutput: true settings: String:

Dynamic Identifier Literal

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Number

Input Pins

pinId: Identifier dataType: identifier\

pinId: Number dataType: number Step: 1.0

Output Pins

pinId: New Identifier dataType: identifier userData: settings: String:

Node Category: Unused

Equipment Type Literal

Output Pins

pinId: Out dataType: equipment_type userData:IsEditableOutput: true settings:

Compare Equipment Type Math

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Equipment Type A Equipment Type B

Input Pins

pinId: Equipment Type A dataType: equipment_type\

pinId: Equipment Type B dataType: equipment_type\

Output Pins

pinId: Equal dataType: bool userData:

Node Category: Logic_Compare

Declare Equipment Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: equipment_type settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Equipment Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: equipment_type userData:

Node Category: Variables_Advanced

Set Equipment Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: equipment_type settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Declare Trait

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: forge_trait settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Unused

Get Trait

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: forge_trait userData:

Node Category: Unused

Set Trait

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: forge_trait settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Unused

Trait List Reference

Input Pins

pinId: Trait A dataType: forge_trait settings: pinId: Trait B dataType: forge_trait settings: pinId: Trait C dataType: forge_trait settings: pinId: Trait D dataType: forge_trait settings:

Output Pins

pinId: Trait List dataType: trait_list userData:

Node Category: Players_Traits

Declare Trait List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: trait_list settings: String: (ForgeAddTraitsToTraitList(nil))

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Unused

Get Trait List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: trait_list userData:

Node Category: Unused

Set Trait List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: trait_list settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Unused

Ambition Type Deliver Literal

Output Pins

pinId: Out dataType: bot_ambition_type userData:IsEditableOutput: falseNode Category: Unused

Ambition Type Guard Literal

Output Pins

pinId: Out dataType: bot_ambition_type userData:IsEditableOutput: falseNode Category: Unused

Ambition Type Interact Literal

Output Pins

pinId: Out dataType: bot_ambition_type userData:IsEditableOutput: falseNode Category: Unused

Ambition Type Pickup Literal

Output Pins

pinId: Out dataType: bot_ambition_type userData:IsEditableOutput: falseNode Category: Unused

Bot Difficulty Literal

Output Pins

pinId: Out dataType: bot_difficulty userData:IsEditableOutput: truesettings

Node Category: Bots

Compare Control States Math

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Control State A Control State B

Input Pins

pinId: Control State A dataType: generic_zone_control_state\

pinId: Control State B dataType: generic_zone_control_state\

Output Pins

pinId: Equal dataType: bool userData:

Node Category: Logic_Compare

Megalo Label Literal

Output Pins

pinId: Out dataType: megalo_label IsEditableOutput: true settings: userData:

Node Category: Variables_Enums

Nav Marker Icon Literal

Output Pins

pinId: Out dataType: nav_marker_icon IsEditableOutput: true settings: userData:

Node Category: Unused

Weapon Addition Method Literal

Output Pins

pinId: Out dataType: weapon_addition_method IsEditableOutput: true settings: userData:

Node Category: Variables_Enums

Forge Variable Scope Literal

Output Pins

pinId: Out dataType: forge_variable_scope IsEditableOutput: true settings: userData:

Node Category: Variables_Enums

Respawn Message Literal

Output Pins

pinId: Out dataType: respawn_message IsEditableOutput: true settings: userData:

Node Category: Variables_Enums

Movement Curve Literal

Output Pins

pinId: Out dataType: curve_built_in IsEditableOutput: true settings: String: CURVE_BUILT_IN.NoneuserData:

Node Category: Variables_Enums

Forge Audio Zone Effect Literal

Output Pins

pinId: Out dataType: forge_audio_zone_effect IsEditableOutput: true settings: Float: 0userData:

Node Category: Variables_Enums

Game Mode Label Literal

Output Pins

pinId: Out dataType: game_mode_label IsEditableOutput: true settings: userData:

Node Category: Variables_Enums

Generic Zone Control State Literal

Output Pins

pinId: Out dataType: generic_zone_control_state IsEditableOutput: true settings: userData:

Node Category: Variables_Enums

User Label Literal

Output Pins

pinId: Out dataType: user_label IsEditableOutput: true settings: userData:

Declare User Label

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: user_label settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get User Label

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: user_label userData:

Node Category: Variables_Advanced

Set User Label

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: user_label settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Declare Squad Definition

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: ai_squad_definition settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Squad Definition

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: ai_squad_definition userData:

Node Category: Variables_Advanced

Set Squad Definition

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: ai_squad_definition settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Declare Squad

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: ai_squad settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Squad

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: ai_squad userData:

Node Category: Variables_Advanced

Set Squad

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: ai_squad settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Compare Squad Handles Math

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Squad A Squad B

Input Pins

pinId: Squad A dataType: ai_squad\

pinId: Squad B dataType: ai_squad\

Output Pins

pinId: Equal dataType: bool userData:

Node Category: Logic_Compare

Declare Generic Item

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: any settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Generic_Lists

Get Generic Item

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: generic_item userData:

Node Category: Generic_Lists

Set Generic Item

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: any settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Generic_Lists

Generic List Reference

Input Pins

pinId: Any A dataType: any settings: pinId: Any B dataType: any settings: pinId: Any C dataType: any settings: pinId: Allow Duplicates dataType: bool settings: String: false

Output Pins

pinId: Generic List dataType: generic_list userData:

Node Category: Generic_Lists

Declare Generic List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: any settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Generic_Lists

Get Generic List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: generic_list userData:

Node Category: Generic_Lists

Set Generic List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: any settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Generic_Lists

AI Character Type Literal

Output Pins

pinId: Out dataType: ai_character_type IsEditableOutput: true settings: userData:

Node Category: Variables_Enums

AI Species Type Literal

Output Pins

pinId: Out dataType: ai_species_type IsEditableOutput: true settings: userData:

Node Category: Variables_Enums

Declare Wave

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: ai_wave settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Wave

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: ai_wave userData:

Node Category: Variables_Advanced

Set Wave

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: ai_wave settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: ActionComplete dataType: execute userData:

Node Category: Variables_Advanced

Declare Wave Manager

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Initial Value dataType: ai_wave_manager settings:

pinId: Scope dataType: forge_variable_scope userData:

Node Category: Variables_Advanced

Get Wave Manager

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: Identifier dataType: identifier\

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

Output Pins

pinId: Out dataType: ai_wave_manager userData:

Node Category: Variables_Advanced

Set Wave Manager

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier Scope

Input Pins

pinId: ActionStart dataType: execute

pinId: Identifier dataType: identifier\

pinId: Value dataType: ai_wave_manager settings:

pinId: Scope dataType: forge_variable_scope\

pinId: Object dataType: object settings:

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Last updated 2 months ago