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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  1. Scripting
  2. Node Data
  3. Connection Pins
  4. Pin Data Reference

Manipulation Nodes

Add Object To List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List Object To Add

Input Pins

pinId: Object List dataType: object_list\

Editor Settings

pinId: Object To Add dataType: object\

Editor Settings

Output Pins

pinId: New List dataType: object_list userData:

Editor Settings

Node Category: Objects\

Remove Object From List

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List Object To Remove

Input Pins

pinId: Object List dataType: object_list\

Editor Settings

pinId: Object To Remove dataType: object\

Editor Settings

Output Pins

pinId: New List dataType: object_list userData:

Editor Settings

Node Category: Objects\

List Contains Object

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List Object

Input Pins

pinId: Object List dataType: object_list\

Editor Settings

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Contains Object dataType: bool userData:

Editor Settings

Node Category: Objects\

Get List Size

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List

Input Pins

pinId: Object List dataType: object_list\

Editor Settings

Output Pins

pinId: Object Count dataType: number userData:

Editor Settings

Node Category: Objects\

Get Object at Index

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List Index

Input Pins

pinId: Object List dataType: object_list\

Editor Settings

pinId: Index dataType: number\

Editor Settings

MinRange: 1 Step: 1.0

Output Pins

pinId: Object dataType: object userData:

Editor Settings

Node Category: Objects\

Get First N Objects

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List N

Input Pins

pinId: Object List dataType: object_list\

Editor Settings

pinId: N dataType: number\

Editor Settings

MinRange: 0 Step: 1.0

Output Pins

pinId: New List dataType: object_list userData:

Editor Settings

Node Category: Objects\

Get Last N Objects

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List N

Input Pins

pinId: Object List dataType: object_list\

Editor Settings

pinId: N dataType: number\

Editor Settings

MinRange: 0 Step: 1.0

Output Pins

pinId: New List dataType: object_list userData:

Editor Settings

Node Category: Objects\

Get Random N Objects

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List N

Input Pins

pinId: Object List dataType: object_list\

Editor Settings

pinId: N dataType: number\

Editor Settings

MinRange: 0 Step: 1.0

Output Pins

pinId: New List dataType: object_list userData:

Editor Settings

Node Category: Objects\

Combine Object Lists

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List A Object List B

Input Pins

pinId: Object List A dataType: object_list\

Editor Settings

pinId: Object List B dataType: object_list\

Editor Settings

Output Pins

pinId: Combined List dataType: object_list userData:

Editor Settings

Node Category: Objects\

Get Shared Objects

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List A Object List B

Input Pins

pinId: Object List A dataType: object_list\

Editor Settings

pinId: Object List B dataType: object_list\

Editor Settings

Output Pins

pinId: Shared List dataType: object_list userData:

Editor Settings

Node Category: Objects\

Get Unique Objects

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object List A Object List B

Input Pins

pinId: Object List A dataType: object_list\

Editor Settings

pinId: Object List B dataType: object_list\

Editor Settings

Output Pins

pinId: Unique List dataType: object_list userData:

Editor Settings

Node Category: Objects\

Get Object Health

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: PercentHealth dataType: number userData:

Editor Settings

pinId: CurrentVitality dataType: number userData:

Editor Settings

pinId: MaximumVitality dataType: number userData:

Editor Settings

Node Category: Objects\

Get Object Shield

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: PercentShield dataType: number userData:

Editor Settings

pinId: CurrentVitality dataType: number userData:

Editor Settings

pinId: MaximumVitality dataType: number userData:

Editor Settings

Node Category: Objects\

Get Object Position

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Position dataType: vector3 userData:

Editor Settings

Node Category: Objects_Transform\

Get Object Rotation

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Rotation dataType: vector3 userData:

Editor Settings

Node Category: Objects_Transform\

Get Object Velocity

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Velocity dataType: vector3 userData:

Editor Settings

Node Category: Objects_Transform\

Get Object Angular Velocity

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Angular Velocity dataType: vector3 userData:

Editor Settings

Node Category: Objects_Transform\

Get Object Forward Vector

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Forward dataType: vector3 userData:

Editor Settings

Node Category: Objects_Transform\

Get Object Up Vector

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Up dataType: vector3 userData:

Editor Settings

Node Category: Objects_Transform\

Get Personal Score

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Total Score dataType: number userData:

Editor Settings

pinId: Round Score dataType: number userData:

Editor Settings

Node Category: Game_Mode\

Get Player Score

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Total Score dataType: number userData:

Editor Settings

pinId: Round Score dataType: number userData:

Editor Settings

Node Category: Game_Mode\

Get Team Score

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Team

Input Pins

pinId: Team dataType: team\

Editor Settings

Output Pins

pinId: Total Score dataType: number userData:

Editor Settings

pinId: Round Score dataType: number userData:

Editor Settings

Node Category: Game_Mode\

Get Object Team

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Team dataType: team userData:

Editor Settings

Node Category: Objects\

Get Is Valid Object

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Is Valid Object dataType: bool userData:

Editor Settings

Node Category: Objects\

Get Is Player

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Is A Player dataType: bool userData:

Editor Settings

Node Category: Players\

Get Is Dead

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Is Dead dataType: bool userData:

Editor Settings

Node Category: Objects\

Get All Players On Team

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Team

Input Pins

pinId: Team dataType: team\

Editor Settings

Output Pins

pinId: Players dataType: object_list userData:

Editor Settings

Node Category: Players\

Get All Players

Output Pins

pinId: Players dataType: object_list userData:

Editor Settings

Node Category: Players\

Get Random Player

Output Pins

pinId: Player dataType: object userData:

Editor Settings

Node Category: Players\

Get Number of Players

Output Pins

pinId: Player Count dataType: number userData:

Editor Settings

Node Category: Players\

Get Objects in Prefab

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Object List dataType: object_list userData:

Editor Settings

Node Category: Objects\

Get Max Rounds

Output Pins

pinId: Maximum Rounds dataType: number userData:

Editor Settings

Node Category: Game_Mode\

Get Current Round

Output Pins

pinId: Current Round dataType: number userData:

Editor Settings

Node Category: Game_Mode\

Get Round Time

Output Pins

pinId: Seconds Remaining dataType: number userData:

Editor Settings

Node Category: Game_Mode\

Set Round Time

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Seconds Remaining

Input Pins

pinId: ActionStart dataType: execute

pinId: Seconds Remaining dataType: number\

Editor Settings

MinRange: 0 Step: 1.0

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

Get Score To Win

Output Pins

pinId: Score To Win dataType: number userData:

Editor Settings

Node Category: Game_Mode\

Set Score To Win

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Score To Win

Input Pins

pinId: ActionStart dataType: execute

pinId: Score To Win dataType: number\

Editor Settings

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

Get Number Of Teams

Output Pins

pinId: Number of Teams dataType: number userData:

Editor Settings

Node Category: Players\

Get Objects in Area

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Monitor

Input Pins

pinId: Monitor dataType: area_monitor\

Editor Settings

Output Pins

pinId: Objects dataType: object_list userData:

Editor Settings

Node Category: Objects\

Get Slayer Score Per Kill

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Slayer

Input Pins

pinId: Slayer dataType: mode_slayer\

Editor Settings

Output Pins

pinId: Team Score dataType: number\

Editor Settings

userData:

pinId: Player Score dataType: number\

Editor Settings

userData:

Editor Settings

Node Category: Unused\

Get Slayer Score Per Assist

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Slayer

Input Pins

pinId: Slayer dataType: mode_slayer\

Editor Settings

Output Pins

pinId: Team Score dataType: number\

Editor Settings

userData:

pinId: Player Score dataType: number\

Editor Settings

userData:

Editor Settings

Node Category: Unused\

Get Slayer Suicide Penalty

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Slayer

Input Pins

pinId: Slayer dataType: mode_slayer\

Editor Settings

Output Pins

pinId: Team Penalty dataType: number\

Editor Settings

userData:

pinId: Player Penalty dataType: number\

Editor Settings

userData:

Editor Settings

Node Category: Unused\

Get Slayer Teamkill Penalty

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Slayer

Input Pins

pinId: Slayer dataType: mode_slayer\

Editor Settings

Output Pins

pinId: Team Penalty dataType: number\

Editor Settings

userData:

pinId: Player Penalty dataType: number\

Editor Settings

userData: userData:

Editor Settings

Node Category: Unused\

Adjust Personal Score

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player Score Adjustment

Input Pins

pinId: ActionStart dataType: execute

pinId: Player dataType: object\

Editor Settings

pinId: Score Adjustment dataType: number\

Editor Settings

Step: 5.0

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

Adjust Player Score

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player Score Adjustment

Input Pins

pinId: ActionStart dataType: execute

pinId: Player dataType: object\

Editor Settings

pinId: Score Adjustment dataType: number\

Editor Settings

Step: 1.0

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

Adjust Team Score

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Team Score Adjustment

Input Pins

pinId: ActionStart dataType: execute

pinId: Team dataType: team\

Editor Settings

pinId: Score Adjustment dataType: number\

Editor Settings

Step: 1.0

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

Get Player Holding Item

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Player dataType: object userData:

Editor Settings

Node Category: Inventory\

Get Unit Holding Item

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object

Input Pins

pinId: Object dataType: object\

Editor Settings

Output Pins

pinId: Unit dataType: object userData:

Editor Settings

Node Category: Inventory\

Get Player Vehicle

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Vehicle dataType: object userData:

Editor Settings

Node Category: Vehicles\

Get Unit Vehicle

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Vehicle dataType: object userData:

Editor Settings

Node Category: Vehicles\

Get Is Driving Vehicle

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Is Driving dataType: bool userData:

Editor Settings

Node Category: Vehicles\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is Gunner In Vehicle

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Is Gunner dataType: bool userData:

Editor Settings

Node Category: Vehicles\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is Passenger In Vehicle

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Is Passenger dataType: bool userData:

Editor Settings

Node Category: Vehicles\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is In Vehicle

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Is In Vehicle dataType: bool userData:

Editor Settings

Node Category: Vehicles\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Vehicle Driver

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Vehicle

Input Pins

pinId: Vehicle dataType: object\

Editor Settings

Output Pins

pinId: Driver dataType: object userData:

Editor Settings

Node Category: Vehicles\

Get Vehicle Gunner

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Vehicle

Input Pins

pinId: Vehicle dataType: object\

Editor Settings

Output Pins

pinId: Gunner dataType: object userData:

Editor Settings

Node Category: Vehicles\

Get Vehicle Occupants

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Vehicle

Input Pins

pinId: Vehicle dataType: object\

Editor Settings

Output Pins

pinId: Occupant List dataType: object_list userData:

Editor Settings

Node Category: Vehicles\

Get Vehicle Enterable By Player

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Vehicle

Input Pins

pinId: Vehicle dataType: object\

Editor Settings

Output Pins

pinId: Enterable By Player dataType: bool userData:

Editor Settings

Node Category: Vehicles\

Get Is Camouflaged

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Is Camouflaged dataType: bool userData:

Editor Settings

Node Category: Units\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is Grappling

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Is Grappling dataType: bool userData:

Editor Settings

Node Category: Players\

Get Is Detected

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Is Detected dataType: bool userData:

Editor Settings

Node Category: Units\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is Detected by Team

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit Team

Input Pins

pinId: Unit dataType: object\

Editor Settings

pinId: Team dataType: team\

Editor Settings

Output Pins

pinId: Is Detected dataType: bool userData:

Editor Settings

Node Category: Units\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is In Knockback

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Is Grappling dataType: bool userData:

Editor Settings

Node Category: Units\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is Overshield On

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Is Overshield On dataType: bool userData:

Editor Settings

Node Category: Players\

Get Player Aiming Vector

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Aiming Vector dataType: vector3 userData:

Editor Settings

Node Category: Players\

Get Is Airborne

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Is Airborne dataType: bool userData:

Editor Settings

Node Category: Units\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is Boarding

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit

Input Pins

pinId: Unit dataType: object\

Editor Settings

Output Pins

pinId: Is Boarding dataType: bool userData:

Editor Settings

Node Category: Vehicles\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is Crouching

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Is Crouching dataType: bool userData:

Editor Settings

Node Category: Players\

Get Is Lunging

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Is Lunging dataType: bool userData:

Editor Settings

Node Category: Players\

Get Is Zoomed

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Is Zoomed dataType: bool userData:

Editor Settings

Node Category: Players\

Get Mark Is Overridden

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Is Mark Overridden dataType: bool userData:

Editor Settings

Node Category: Players\

Get Player Grenade Count

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player Grenade Type

Input Pins

pinId: Player dataType: object\

Editor Settings

pinId: Grenade Type dataType: grenade_type\

Editor Settings

Output Pins

pinId: Grenade Count dataType: number userData:

Editor Settings

Node Category: Inventory_Equipment\

Get Loadout Grenade Count

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player Grenade Type

Input Pins

pinId: Player dataType: object\

Editor Settings

pinId: Grenade Type dataType: grenade_type\

Editor Settings

Output Pins

pinId: Loadout Grenade Count dataType: number userData:

Editor Settings

Node Category: Inventory_Equipment\

Are Same Object

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Object A Object B

Input Pins

pinId: Object A dataType: object\

Editor Settings

pinId: Object B dataType: object\

Editor Settings

Output Pins

pinId: Are Same Object dataType: bool userData:

Editor Settings

Node Category: Objects\

Are Same Player

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player A Player B

Input Pins

pinId: Player A dataType: object\

Editor Settings

pinId: Player B dataType: object\

Editor Settings

Output Pins

pinId: Are Same Player dataType: bool userData:

Editor Settings

Node Category: Players\

Get Player Equipment Charges

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Charge Count dataType: number userData:

Editor Settings

Node Category: Inventory_Equipment\

Get Player Weapons

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Equipped Weapon dataType: object userData:

Editor Settings

pinId: Unequippped Weapon dataType: object userData:

Editor Settings

Node Category: Inventory\

End Round

Input Pins

pinId: ActionStart dataType: executepinId: End Game dataType: bool settings: defaultValue: Bool: false

Editor Settings

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

End Round - All Lose

Input Pins

pinId: ActionStart dataType: executepinId: End Game dataType: bool settings: defaultValue: Bool: false

Editor Settings

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

End Round - All Tie

Input Pins

pinId: ActionStart dataType: executepinId: End Game dataType: bool settings: defaultValue: Bool: false

Editor Settings

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

End Round - Winning Player

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: ActionStart dataType: execute

pinId: Player dataType: object\

Editor Settings

pinId: End Game dataType: bool settings: defaultValue: Bool: false

Editor Settings

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

End Round - Winning Team

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Team

Input Pins

pinId: ActionStart dataType: execute

pinId: Team dataType: team\

Editor Settings

pinId: End Game dataType: bool settings: defaultValue: Bool: false

Editor Settings

Output Pins

pinId: ActionComplete dataType: execute userData:

Editor Settings

Node Category: Game_Mode\

Get Squared Vehicle Speed

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Squared Vehicle Speed dataType: number userData:

Editor Settings

Node Category: Vehicles\

Create UI Message

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Message Template

Input Pins

pinId: Message Template dataType: message_template\

Editor Settings

pinId: String 1 dataType: string_id settings: defaultValue: String: nil

Editor Settings

pinId: String 2 dataType: string_id settings: defaultValue: String: nil

Editor Settings

pinId: Player dataType: object settings: defaultValue: String: nil

Editor Settings

Output Pins

pinId: Message dataType: ui_message userData:

Editor Settings

Node Category: UI\

Create UI Message B

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Message Template

Input Pins

pinId: Message Template dataType: message_template_b\

Editor Settings

pinId: String 1 dataType: string_id settings: defaultValue: String: nil

Editor Settings

pinId: X dataType: number settings: defaultValue: String: nil

Editor Settings

Step: 1.0

pinId: Y dataType: number settings: defaultValue: String: nil

Editor Settings

Step: 1.0

Output Pins

pinId: Message dataType: ui_message userData:

Editor Settings

Node Category: UI\

Get Vehicle Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Vehicle

Input Pins

pinId: Vehicle dataType: object\

Editor Settings

Output Pins

pinId: Vehicle Type dataType: vehicle_type userData:

Editor Settings

Node Category: Vehicles\

Are Same Vehicle Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Vehicle A Vehicle B

Input Pins

pinId: Vehicle A dataType: object\

Editor Settings

pinId: Vehicle B dataType: object\

Editor Settings

Output Pins

pinId: Are Same Base Vehicle Type dataType: bool userData:

Editor Settings

pinId: Are Same Vehicle Type dataType: bool userData:

Editor Settings

Node Category: Vehicles\

Get Is Vehicle Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Vehicle Vehicle Type

Input Pins

pinId: Vehicle dataType: object\

Editor Settings

pinId: Vehicle Type dataType: vehicle_type\

Editor Settings

Output Pins

pinId: Is Vehicle Type dataType: bool userData:

Editor Settings

Node Category: Vehicles\

Get Is Overturned

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Vehicle

Input Pins

pinId: Vehicle dataType: object\

Editor Settings

Output Pins

pinId: Is Overturned dataType: bool userData:

Editor Settings

Node Category: Vehicles\

Get Weapon Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Weapon

Input Pins

pinId: Weapon dataType: object\

Editor Settings

Output Pins

pinId: Weapon Type dataType: weapon_type userData:

Editor Settings

pinId: Base Weapon dataType: base_weapon_type\

Editor Settings

userData:

pinId: Configuration dataType: variant_weapon_type\

Editor Settings

userData:

Editor Settings

Node Category: Inventory\

Are Same Weapon Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Weapon A Weapon B

Input Pins

pinId: Weapon A dataType: object\

Editor Settings

pinId: Weapon B dataType: object\

Editor Settings

Output Pins

pinId: Are Same Base Weapon Type dataType: bool userData:

Editor Settings

pinId: Are Same Weapon Type dataType: bool userData:

Editor Settings

Node Category: Inventory\

Get Is Weapon Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Weapon Weapon Type

Input Pins

pinId: Weapon dataType: object\

Editor Settings

pinId: Weapon Type dataType: weapon_type\

Editor Settings

Output Pins

pinId: Is Weapon Type dataType: bool userData:

Editor Settings

Node Category: Inventory\

Get Is Holding Weapon Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit Weapon Type

Input Pins

pinId: Unit dataType: object\

Editor Settings

pinId: Weapon Type dataType: weapon_type\

Editor Settings

Output Pins

pinId: Is Holding Weapon Type dataType: bool userData:

Editor Settings

Node Category: Inventory\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is Holding Specific Weapon

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Unit Weapon

Input Pins

pinId: Unit dataType: object\

Editor Settings

pinId: Weapon dataType: object\

Editor Settings

Output Pins

pinId: Has Specific Weapon dataType: bool userData:

Editor Settings

Node Category: Inventory\

nodeVersionRule: ruleID: NodeVersionRuleUpdatePinProperty nodeOperations: operation: Rename\

pinId: Player data: Unit

Get Is Forge Mode

Output Pins

pinId: Is Forge Mode dataType: bool userData:

Editor Settings

Node Category: Game_Mode\

Get Is Game Mode

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Game Mode

Input Pins

pinId: Game Mode dataType: game_mode_label\

Editor Settings

pinId: Result in Forge Mode dataType: bool settings: defaultValue: Bool: false

Editor Settings

Output Pins

pinId: Is Game Mode dataType: bool userData:

Editor Settings

Node Category: Game_Mode\

Get Ni1

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins \

Output Pins

pinId: nilBool dataType: bool userData:

Editor Settings

pinId: nilNumber dataType: number userData:

Editor Settings

pinId: nilObject dataType: object userData:

Editor Settings

pinId: nilTag dataType: tag userData:

Editor Settings

Node Category: Unused\

Get Is Holding Equipment Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player Equipment Type

Input Pins

pinId: Player dataType: object\

Editor Settings

pinId: Equipment Type dataType: equipment_type\

Editor Settings

Output Pins

pinId: Is Holding Equipment Type dataType: bool userData:

Editor Settings

Node Category: Inventory_Equipment\

Get Equipment Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Equipment

Input Pins

pinId: Equipment dataType: object\

Editor Settings

Output Pins

pinId: Equipment Type dataType: equipment_type userData:

Editor Settings

pinId: Is Powerup dataType: bool userData:

Editor Settings

Node Category: Inventory_Equipment\

Are Same Equipment Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Equipment A Equipment B

Input Pins

pinId: Equipment A dataType: object\

Editor Settings

pinId: Equipment B dataType: object\

Editor Settings

Output Pins

pinId: Are Same Equipment Type dataType: bool userData:

Editor Settings

Node Category: Inventory_Equipment\

Get Is Holding Any Equipment

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Is Holding Any Equipment dataType: bool userData:

Editor Settings

pinId: Is Holding Powerup dataType: bool userData:

Editor Settings

pinId: Equipment Type dataType: equipment_type userData:

Editor Settings

Node Category: Inventory_Equipment\

Get Player FFA Allegiance

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Team dataType: team userData:

Editor Settings

Node Category: Players\

Get Player Team

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Team dataType: team userData:

Editor Settings

Node Category: Players\

Get Respawn Timer

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Seconds Remaining dataType: number userData:

Editor Settings

Node Category: Unused\

Get Respawn Penalty

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Penalty Seconds dataType: number userData:

Editor Settings

Node Category: Players\

Get All Spawn Points

Output Pins

pinId: Spawn Points dataType: object_list userData:

Editor Settings

Node Category: Objects\

Get All Spawn Points For Team

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Team

Input Pins

pinId: Team dataType: team\

Editor Settings

Output Pins

pinId: Spawn Point dataType: object_list userData:

Editor Settings

Node Category: Objects\

Was Melee Kill

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

Output Pins

pinId: Was Melee Kill dataType: bool userData:

Editor Settings

pinId: Was Backsmack dataType: bool userData:

Editor Settings

Node Category: Death_Context\

Was Weapon Kill

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

Output Pins

pinId: Was Weapon Kill dataType: bool userData:

Editor Settings

pinId: Was Headshot dataType: bool userData:

Editor Settings

Node Category: Death_Context\

Was With Specific Weapon

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext Weapon

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

pinId: Weapon dataType: object\

Editor Settings

Output Pins

pinId: Was With Specific Weapon dataType: bool userData:

Editor Settings

Node Category: Death_Context\

Was With Weapon Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext Weapon Type

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

pinId: Weapon Type dataType: weapon_type\

Editor Settings

Output Pins

pinId: Was With Weapon Type dataType: bool userData:

Editor Settings

Node Category: Death_Context\

Was Vehicle Kill

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

Output Pins

pinId: Was Vehicle Kill dataType: bool userData:

Editor Settings

pinId: Was Splatter dataType: bool userData:

Editor Settings

Node Category: Death_Context\

Was With Specific Vehicle

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext Vehicle

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

pinId: Vehicle dataType: object\

Editor Settings

Output Pins

pinId: Was With Specific Vehicle dataType: bool userData:

Editor Settings

Node Category: Death_Context\

Was With Vehicle Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext Vehicle Type

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

pinId: Vehicle Type dataType: vehicle_type\

Editor Settings

Output Pins

pinId: Was With Vehicle Type dataType: bool userData:

Editor Settings

Node Category: Death_Context\

Was Grenade Kill

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

Output Pins

pinId: Was Grenade Kill dataType: bool userData:

Editor Settings

Node Category: Death_Context\

Was With Grenade Type

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext Grenade Type

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

pinId: Grenade Type dataType: grenade_type\

Editor Settings

Output Pins

pinId: Was With Grenade Type dataType: bool userData:

Editor Settings

Node Category: Death_Context\

Was Assisted Kill

Node Rules

ruleID: RequiredNodeInput RequiredProperties: DeathContext

Input Pins

pinId: DeathContext dataType: death_context\

Editor Settings

Output Pins

pinId: Was Assisted Kill dataType: bool userData:

Editor Settings

pinId: Assisting Players dataType: object_list userData:

Editor Settings

Node Category: Death_Context\

Bot Ambition

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Ambition Type

Input Pins

pinId: Ambition Type dataType: bot_ambition_type\

Editor Settings

Output Pins

pinId: Bot Ambition dataType: forge_bot_ambition userData:

Editor Settings

Node Category: Unused\

Get Bot Is Difficulty

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Bot Player Bot Difficulty

Input Pins

pinId: Bot Player dataType: object\

Editor Settings

pinId: Bot Difficulty dataType: bot_difficulty\

Editor Settings

Output Pins

pinId: Bot Is Difficulty dataType: bool userData:

Editor Settings

Node Category: Bots\

Get Is Bot

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Player

Input Pins

pinId: Player dataType: object\

Editor Settings

Output Pins

pinId: Is Bot dataType: bool userData:

Editor Settings

Node Category: Bots\

Get Weapon Magazine Ammo

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Weapon

Input Pins

pinId: Weapon dataType: object\

Editor Settings

Output Pins

pinId: Rounds dataType: number userData:

Editor Settings

Node Category: Inventory\

Get Weapon Magazine Capacity

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Weapon

Input Pins

pinId: Weapon dataType: object\

Editor Settings

Output Pins

pinId: Maximum Rounds dataType: number userData:

Editor Settings

Node Category: Inventory\

Get Objects By Label

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Label

Input Pins

pinId: Label dataType: megalo_label\

Editor Settings

Output Pins

pinId: New List dataType: object_list userData:

Editor Settings

Node Category: Objects\

Get All Bots On Team

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Team

Input Pins

pinId: Team dataType: team\

Editor Settings

Output Pins

pinId: Bot Players dataType: object_list userData:

Editor Settings

Node Category: Bots\

Get All Bots

Output Pins

pinId: Players dataType: object_list userData:

Editor Settings

Node Category: Bots\

Get Generic Zone Control State

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Zone

Input Pins

pinId: Zone dataType: object\

Editor Settings

Output Pins

pinId: Current Control State dataType: generic_zone_control_state userData:

Editor Settings

Node Category: Generic_Objectives\

Get Units in Generic Zone

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Zone

Input Pins

pinId: Zone dataType: object\

Editor Settings

Output Pins

pinId: Units dataType: object_list userData:

Editor Settings

Node Category: Generic_Objectives\

Get Elapsed Time

Node Rules

ruleID: RequiredNodeInput RequiredProperties: Identifier

Input Pins

pinId: Identifier dataType: identifier\

Editor Settings

Output Pins

pinId: Elapsed Seconds dataType: number userData:

Editor Settings

Node Category: Stopwatches\

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Last updated 2 months ago