Scripting nodes in the AI MODIFIERS category on Halo Infinite.
Sets the Undetectable To AI game option according to Enabled
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
Enabled
Boolean
Yes
If TRUE Undetectable to AI is enabled, if FALSE it is not.
N/A
N/A
N/A
Contributors
AddiCt3d 2CHa0s
Sets the Valhalla game option according to Enabled
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
Enabled
Boolean
Yes
When TRUE, makes AI invulnerable (can still be assassinated and killed with certain weapons.)
N/A
N/A
N/A
Contributors
AddiCt3d 2CHa0s
Gets a list of the current Objects that can be targeted by AI, as well as the number of Used and Remaining slots in that list
Nodes fall into two basic categories: Data and Execution. This node supplies Data for an Execution node.
N/A
N/A
N/A
N/A
Object List
Object List
List of all AI Targetable objects.
Used Slots
Number
How many AI Targetable objects are currently being used.
Remaining Slots
Number
How many AI Targetable objects can be added to the list.
Contributors
AddiCt3d 2CHa0s
Adds or removes an Object that can be targetable by AI, who will perceive it to be on a Team and will prioritize attacking it based off Priority. The priority value can be negative which reduces the likelihood of being attacked by AI.
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
Operation
Add/Remove
Yes
Whether to add or remove the Object from the list.
Object
Object
Yes
The object being added or removed from targetable list.
Team
Team
No
Which team the object is assigned to.
Priority
Number (-9.5-1)
No
The Priority this object has for it's enemies.
N/A
N/A
N/A
Contributors
AddiCt3d 2CHa0s
Sets whether an Object that is currently registered to be targetable by AI can be attacked by grenades and vehicles. Attacks with melee weapons can also be discouraged.
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
Object
Object
Yes
The object in the AI Targetable list that is being modified.
Grenade Targeting
Boolean
Yes
Whether or not AI will attack Object with grenades.
Vehicle Targeting
Boolean
Yes
Whether or not AI will attack Object with vehicles.
Discourage Melee Weapons
Boolean
Yes
Whether or not AI will prioritize melee when attacking the Object.
N/A
N/A
N/A
Contributors
AddiCt3d 2CHa0s
Changes Global AI Difficulty, ranging from Easy to Legendary, and Co-op Scaled Difficulty, which scales difficulty based off the number of players. Only newly-spawned squads will have the new difficulty, so the node can optionally Kill All Squads to ensure difficulties match.
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
Global AI Difficulty
Easy / Heroic / Legendary / Normal
Yes
Sets difficulty level for all AI in the game.
Co-op Scaled Difficulty
Dynamic / Four Players / Many Players / One Player / Two Players
Yes
Sets difficulty of all AI based off number of players in the game.
Kill All Squads
Boolean
Yes
Whether or not to kill all currently existing AI that have old difficulty settings.
N/A
N/A
N/A
Contributors
AddiCt3d 2CHa0s
Sets the Inactive behavior on an AI Unit
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
AI Unit
Object
Yes
The AI Unit to set Inactive for.
Is Inactive
Boolean
Yes
If set to TRUE, AI is Inactive, if FALSE AI is active.
N\A
N\A
N\A
Contributors
AddiCt3d 2CHa0s
Sets the Magic Sight behavior on an AI Unit
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
AI Unit
Object
Yes
The AI Unit to set Magic Sight for.
Is Sight Magical
Boolean
Yes
If set to TRUE, AI has Magic Sight, if FALSE AI does not.
N\A
N\A
N\A
Contributors
AddiCt3d 2CHa0s
Sets the Deaf and Blind behaviors on an AI Unit
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
AI Unit
Object
Yes
The AI Unit to set Perception for.
Is Blind
Boolean
Yes
If set to TRUE, AI is Blind, if FALSE AI is not.
Is Deaf
Boolean
Yes
If set to TRUE, AI is Deaf, if FALSE AI is not.
N\A
N\A
N\A
Contributors
AddiCt3d 2CHa0s
Sets the visibility of healthbars on all AI units
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
Visible
Boolean
Yes
If TRUE, all AI healthbars are visible. If FALSE, all AI healthbars are not visible.
N\A
N\A
N\A
Contributors
AddiCt3d 2CHa0s
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Forces a Squad to follow the Target Object. The Follow Radius defines the area around the object that the Squad must stay in.
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
Squad
Squad
Yes
AI in this Squad will attempt to follow the object.
Target Object
Object
Yes
The Object that the Squad will attempt to follow.
Follow Radius
Number (-10000 - 10000)
Yes
AI in the Squad outside of this radius will not follow.
N\A
N\A
N\A
Contributors
AddiCt3d 2CHa0s
Tells a Squad to stop following an object if they were following one. The Squad will return to their previously-assigned zone.
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
Squad
Squad
Yes
The Squad that will stop following.
N/A
N/A
N/A
Contributors
AddiCt3d 2CHa0s
Strongly encourages all Grunts in the Squad to demonstrate their affection using plasma grenades
Nodes fall into two basic categories: Data and Execution. This node Executes a function directly in the node string.
Squad
Squad
Yes
All Grunts in this Squad will be triggered.
N\A
N\A
N\A
Contributors
AddiCt3d 2CHa0s