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On Custom Equipment B Used

Description

Event called in the same conditions as On Equipment Used but only when the equipment used is Custom Equipment B.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

Outputs

Output
Type
Description

Contributors

AddiCt3d 2CHa0s

(none)

N/A

N/A

Activating Player

Object

Player who used the equipment.

Equipment Type

Equipment Type

Which type of Equipment player used.

EVENTS CUSTOM

Scripting nodes in the EVENTS CUSTOM category on Halo Infinite.

Every N Seconds

Description

Waits for the Initial Delay and then executes connected functions every time the number of Seconds elapses. WARNING! Setting Seconds to 0 will allow continuous execution but may negatively affect performance. Use with care.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

Outputs

Output
Type
Description

Learn More About This Node

If you need an "Every N Seconds" event to fire more frequently than the 0.10 second limit present on the node, you can use a workaround by passing a number from another node into the Seconds pin.

If you set the value to 0 this way, it will fire at tick rate, which can vary both during a game and between modes. 4v4 modes simulate at 60hz, while BTB simulates at 30Hz, in matchmaking, for instance.

By dividing two numbers, you can pass any quotient refresh rate you want it to run at. However, be aware that if you set it too low, it may result in visual jitter and issues related to calls being exceeded that tick.

In testing, setting the refresh rate to 1/60 resulted in visual jitter and issues, while setting it to 1/59 gave the smoothest performance of scripts that relied on it to do things like set velocity.

This workaround can be useful if you need more precise control over the timing of your events in your scripts.

Contributors

Captain Punch AgentZero AddiCt3d 2CHa0s

On Custom Event

Description

Event called when Trigger Custom Event is called with a matching Identifier from the same script brain. You may only have one On Custom Event node (with the same identifier) per script brain.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

Outputs

Output
Type
Description

Contributors

AddiCt3d 2CHa0s

On Custom Equipment D Used

Description

Event called in the same conditions as On Equipment Used but only when the equipment used is Custom Equipment D.

On Object Interacted

Description

Event called when a player interacts with the Object. Most commonly used with a scriptable switch.

Node Type

On Stopwatch Reaches N Seconds

Description

Event that fires each time the stopwatch with the given Identifier reaches the specified number of Seconds.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

(none)

N/A

N/A

Outputs

Output
Type
Description

Activating Player

Object

Player who used the equipment.

Equipment Type

Equipment Type

Which type of Equipment player used.

Contributors

AddiCt3d 2CHa0s

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

Object

Object

Yes

Which object to listen for interacted on.

Outputs

Output
Type
Description

Activating Player

Object

Which player interacted with the object.

Contributors

AddiCt3d 2CHa0s

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

Stopwatch Identifier

String

Yes

Which stopwatch to monitor.

Seconds

Number

Yes

How many seconds stopwatch is at before this Event will fire.

Outputs

Output
Type
Description

(none)

N/A

N/A

Contributors

AddiCt3d 2CHa0s

Seconds

Number

Yes

How often this Event node fires.

Initial Delay

Number

Yes

How long to wait before this node starts it's repeat firing.

(none)

N/A

N/A

Identifier

String

Yes

Fires when Event is triggered from the same event type using same Identifier as this.

Object

Object

Outputs an object if one is passed in through the Event.

Number

Number

Outputs a number if one is passed in through the Event.

Object List

Object List

Outputs an object list if one is passed in through the Event.

Trigger Custom Event, Global

Description

Triggers a custom event with a matching Identifier in ANY script brain and waits for completion before resuming. Only triggers On Custom Event, Global nodes. Unless you have a specific need for multiple script brains, it is best to use the non-global version of Trigger Custom Event.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node triggers other node strings to start firing.

Inputs

Input
Type
Required
Description

Outputs

Output
Type
Description

Contributors

AddiCt3d 2CHa0s

Object List

Object List

No

Will pass this Object List through the Event.

Identifier

String

Yes

Triggers a custom Event for this same identifier.

Object

Object

No

Will pass this Object through the Event.

Number

Number

No

(none)

N/A

N/A

Will pass this Number through the Event.

Trigger Custom Event

Description

Triggers a custom event with a matching Identifier in the SAME script brain. Only triggers On Custom Event nodes.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node triggers other node strings to start firing.

Inputs

Input
Type
Required
Description

Outputs

Output
Type
Description

Contributors

AddiCt3d 2CHa0s

Object List

Object List

No

Will pass this Object List through the Event.

Identifier

String

Yes

Triggers a custom Event for this same identifier.

Object

Object

No

Will pass this Object through the Event.

Number

Number

No

(none)

N/A

N/A

Will pass this Number through the Event.

On Custom Event, Global Async

Description

Event called when Trigger Custom Event, Global (Async) is called from ANY script brain with a matching Identifier. Runs asynchronously. WARNING! Running too many async events at the same time can cause script and/or game instability.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

Outputs

Output
Type
Description

Contributors

AddiCt3d 2CHa0s

Identifier

String

Yes

Fires when Event is triggered from the same event type using same Identifier as this.

Object

Object

Outputs an object if one is passed in through the Event.

Number

Number

Outputs a number if one is passed in through the Event.

Object List

Object List

Outputs an object list if one is passed in through the Event.

Trigger Custom Event, Global Async

Description

Triggers a custom event with a matching Identifier in ANY script brain and resumes execution immediately after triggering. Only triggers On Custom Event, Global Async nodes. Unless you have a specific need for asynchronous execution, it is best to use Trigger Custom Event, Global.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node triggers other node strings to start firing.

Inputs

Input
Type
Required
Description

Outputs

Output
Type
Description

Contributors

AddiCt3d 2CHa0s

Object List

Object List

No

Will pass this Object List through the Event.

Identifier

String

Yes

Triggers a custom Event for this same identifier.

Object

Object

No

Will pass this Object through the Event.

Number

Number

No

(none)

N/A

N/A

Will pass this Number through the Event.

On Custom Event, Global

Description

Event called when Trigger Custom Event, Global is called from ANY script brain with a matching Identifier. Unless you have specific need for multiple script brains, it is always best to use the non-global version of On Custom Event.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

Outputs

Output
Type
Description

Contributors

AddiCt3d 2CHa0s

On Custom Equipment A Used

Description

Event called in the same conditions as On Equipment Used but only when the equipment used is Custom Equipment A.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

(none)

N/A

N/A

Outputs

Output
Type
Description

Activating Player

Object

Player who used the equipment.

Equipment Type

Equipment Type

Which type of Equipment player used.

Contributors

AddiCt3d 2CHa0s

Identifier

String

Yes

Fires when Event is triggered from the same event type using same Identifier as this.

Object

Object

Outputs an object if one is passed in through the Event.

Number

Number

Outputs a number if one is passed in through the Event.

Object List

Object List

Outputs an object list if one is passed in through the Event.

On Custom Equipment C Used

Description

Event called in the same conditions as On Equipment Used but only when the equipment used is Custom Equipment C.

Node Type

Nodes fall into two basic categories: Data and Execution. This Execution node fires when something happens in the game that triggers it, and starts off the node string.

Inputs

Input
Type
Required
Description

Outputs

Output
Type
Description

Contributors

AddiCt3d 2CHa0s

(none)

N/A

N/A

Activating Player

Object

Player who used the equipment.

Equipment Type

Equipment Type

Which type of Equipment player used.