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

Scripting nodes in the EVENTS CUSTOM category on Halo Infinite.
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.
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.
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
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.
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.
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.
(none)
N/A
N/A
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.
Object
Object
Yes
Which object to listen for interacted on.
Activating Player
Object
Which player interacted with the object.
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.
Stopwatch Identifier
String
Yes
Which stopwatch to monitor.
Seconds
Number
Yes
How many seconds stopwatch is at before this Event will fire.
(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.

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.
Nodes fall into two basic categories: Data and Execution. This Execution node triggers other node strings to start firing.
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.
Triggers a custom event with a matching Identifier in the SAME script brain. Only triggers On Custom Event nodes.
Nodes fall into two basic categories: Data and Execution. This Execution node triggers other node strings to start firing.
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.
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.
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.
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.

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.
Nodes fall into two basic categories: Data and Execution. This Execution node triggers other node strings to start firing.
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.
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.
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.
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.
(none)
N/A
N/A
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.

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