ABCDEFGHIJ
1
2
Node NameTooltip
Up-To-Date
Typo in Original
Text Updated OnText Verified On
3
AINodes that spawn, kill, and get Campaign AI characters1111/22/2023
4
Combine Squad OverridesReturns a Squad Overrides containing the input Squad Overrides11
5
Get AI Units from SquadReturns a list of AI Units in the Squad that are still alive. The order of list entries is random.11
6
Get All AI UnitsReturns all currently-spawned AI Units, with options for the AI Unit Count and a Random AI Unit from the list. The order of list entries is random.11
transform
7
Get All AI Units On TeamReturns all currently-spawned AI Units on the Team, with options for the AI Unit Count and a Random AI Unit from the list. The order of list entries is random.11
8
Get All SquadsReturns a Squad List containing all currently-spawned squads. The order of list entries is random.11
9
Get All Squads On TeamReturns a Squad List containing all squads that are on the Team. The order of list entries is random.11
10
Get Squad Definition From AI SpawnerReturns a Squad Definition from the AI Spawner, which contains unit and spawning data based off the spawner's Object Properties. Optionally apply Squad Overrides before returning.11
11
Get Squad From AI UnitReturns the Squad that the AI Unit belongs to11
12
Kill All SquadsKills all squads on the map11
13
Kill SquadKills the Squad11
14
Spawn Squad Through DefinitionSpawns a squad according to the Squad Definition11
15
Squad Overrides BehaviorReturns Squad Overrides for Blind, Deaf, Inactive, and Magic Sight behavior when a squad spawns11
16
Squad Overrides IdentificationReturns Squad Overrides for the Team and Squad Label when a squad spawns11
17
Squad Overrides Spawn LogicReturns Squad Overrides for the assigned Move Zone, Initial Combat State, and Initial Facing Yaw in degrees when a squad spawns11
18
Trigger AI SpawnerSpawns a squad from the AI Spawner based off its Object Properties11
19
AI ADVANCEDNodes that manipulate and query Campaign AI character data11
20
Ally Squad with FFA PlayerMakes the AI units in the Squad friendly to the Player and assigns them the same FFA allegiance as the Player. Leave the Player empty to break the alliance and remove the AI units' FFA allegiance. Has no effect in Team games.11
21
Assign AI Unit To Spawned SquadAssigns the AI Unit to a spawned Squad11
22
Assign Squad To TeamAssigns the Squad to the Team11
23
Assign Squad To ZoneAssigns the Squad to the Move Zone11
24
Get AI Character TypeReturns a Character Type for an AI Unit, such as Grunt Conscript A11
25
Get All AI SpawnersReturns an Object List containing all AI spawners on the map11
26
Get Available AI Unit CountReturns the number of AI units that can be spawned before reaching the runtime budget limit11
27
Get Is AIReturns true if the Object is an AI unit11
28
Get Squad AI Unit CountReturns the Original Unit Count of a Squad and its Remaining Unit Count as a number or percentage11
29
Get Squad Combat StateReturns the Combat State of a Squad. This state is the highest alertness that any squad member currently has11
30
Get Squad Definition AI Unit CountReturns the number of AI units contained in the Squad Definition and checks if the whole squad can be spawned11
31
Get Squad Has Squad LabelReturns whether the Squad has the given Squad Label11
32
Get Squad TeamReturns the Team that the Squad is on11
33
Get Squads From SpawnerReturns a Squad List containing all currently-spawned squads that came from the AI Spawner. The order of list entries is random.11
34
Get Squads With Squad LabelReturns a Squad List containing all squads that have the Squad Label. The order of list entries is random.11
35
Is AI Unit Of SpeciesChecks if the AI Unit belongs to the AI Species, such as Grunt11
36
AI MODIFIERSNodes that interact with Campaign AI characters to change their gameplay behaviour11
37
Apply Undetectable To AISets the Undetectable To AI game option according to Enabled11
38
Apply ValhallaSets the Valhalla game option according to Enabled11
39
Get AI Targetable Object ListGets a list of the current Objects that can be targeted by AI, as well as the number of Used and Remaining slots in that list11
40
Modify AI Targetable ListAdds 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.11
41
Modify AI Targetable Object MethodsSets 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.11
42
Set AI DifficultyChanges the 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.11
43
Set AI Unit InactiveSets the Inactive behavior on an AI Unit11
44
Set AI Unit Magic SightSets the Magic Sight behavior on an AI Unit11
45
Set AI Unit PerceptionSets the Deaf and Blind behaviors on an AI Unit11
46
Set All Healthbars VisibleSets the visibility of healthbars on all AI units11
47
Set Healthbar VisibleSets the visibility of a healthbar on an AI unit11
48
Set Squad Follow ObjectForces a Squad to follow the Target Object. The Follow Radius defines the area around the object that the Squad must stay in.11
49
Set Squad Stop FollowingTells a Squad to stop following an object if they were following one. The Squad will return to their previously-assigned zone.11
50
AI WAVESNodes that create and manage waves of Campaign AI characters11
51
Add Wave to Wave ManagerAdds a wave to the queue of a Wave Manager, which automatically spawns waves until its queue is empty. There can be up to 8 wave managers running simultaneously.11
52
End Current waveEnds the current wave, optionally killing the Active Squads from the current wave and Straggler Squads left over from previous waves11
53
Get Current Wave StatusReturns the Active Squads, Percent Remaining, and Duration Remaining in the current wave, along with any Straggler Squads that are left over from previous waves11
54
Get Wave Manager StatusReturns whether the Wave Manager has an active wave. The Queue Size includes the active wave.11
55
Remove Upcoming WavesRemoves any queued waves after the current one from the Wave Manager11
56
WaveDefines a wave of AI units that spawn from a Spawner List. The wave will end once all units are killed or, if the Duration is non-zero, when enough seconds have passed. The Spawner List can be left blank for an intermission wave which spawns no units.11
57
Wave OptionsOptions that control a wave's messaging, whether it waits for room in the AI budget or attempts a partial spawn, and the wave's Extermination Percentage - the percentage of units that need to be killed before the wave ends.11
58
AUDIONodes that interact with audio within the level.11
59
Play 3D Audio For All PlayersPlays a 3D audio clip audible to all players within range of the Position11
60
Play 3D Audio For Opposing TeamsPlays a 3D audio clip audible to all players NOT on the Team within range of the Position11
61
Play 3D Audio For TeamPlays a 3D audio clip audible to all players on the Team within range of the Position11
62
Register Audio ZoneRegisters an Area Monitor as an Audio Zone. Audio Zones apply an Audio Effect to players inside their Boundary, affecting how those players hear other sounds in game. Audio Zones can only have one Audio Effect active at a time.11
63
Set Object 3D Audio LoopSets a 3D audio loop to play on the Object. Can be set to play only for allied or opposing players, which uses the object's Team setting in the Object Properties menu.11
64
Stop Object 3D Audio LoopStops the audio loop currently playing on the Object. Can stop sounds playing for allied or opposing players independently.11
65
Unregister Audio ZoneUnregisters an Area Monitor as an Audio Zone so that it no longer applies Audio Effects to players in its Boundary. When the zone is unregistered, it will remove its audio effect on any players standing in its Boundary.11
66
BOTSNodes that interact with multiplayer bots11
67
Add BotAdds a bot of the given Bot Difficulty to the Team. The Team pin is ignored in Free-For-All games. REMINDER: Remember to bake Nav Mesh in the Build menu to allow bots to navigate your map.11
68
Bot DifficultyReturns a bot difficulty level. Recruit is the weakest, and Spartan is the strongest.11
69
Get All BotsReturns a list of all players who are bots11
70
Get All Bots on TeamReturns a list of all players who are bots assigned to the Team11
71
Get Bot Is DifficultyReturns true if the Bot Player matches the given Bot Difficulty. Always returns false if the Bot Player is not actually a bot.11
72
Get Is BotReturns true if the Player is a multiplayer bot.11
73
Remove All BotsRemovs all bots from all teams11
74
Remove Specific Bot From MatchRemoves the Bot Player from the game. If the player is not actually a bot, there is no effect.11
75
DEATH CONTEXTNodes that query death contexts that are sent when units are killed11
76
Was AI KillerQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing unit was an AI.11
77
Was Assisted KillQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if other players assisted in the kill.11
78
Was Character TypeQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Checks if the dead AI unit's Character Type and Species match the specified input.11
79
Was Grenade KillQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a grenade damage source.11
80
Was Last AI Unit In SquadQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the dead AI was the last member of its squad.11
81
Was Melee KillQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a melee damage source.11
82
Was Vehicle KillQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a vehicle damage source.11
83
Was Weapon KillQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a weapon damage source.11
84
Was With Grenade TypeQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a matching Grenade Type11
85
Was With Specific VehicleQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a the Vehicle instance. Unreliable if the player has left the vehicle since the kill.11
86
Was With Specific WeaponQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a the Weapon instance.11
87
Was With Vehicle TypeQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a matching Vehicle Type. Unreliable if the player has left the vehicle since the kill.11
88
Was With Weapon TypeQueries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a matching Weapon Type11
89
DEBUGNodes that enable debugging, such as printing values to the killfeed11
90
Print Boolean To KillfeedPrints a Boolean in the killfeed as TRUE or FALSE. use this to help debug nodes in Play mode.11
91
Print Control State to KillfeedPrints a Control State from a Generic Zone in the killfeed. Use this to help debug nodes in Play mode.11
92
Print Number To KillfeedPrints a Number in the killfeed. use this to help debug nodes in Play mode.11
93
Print Player To KillfeedPrints the name of the Player in the killfeed. Use this to help debug nodes in Play mode.11
94
Print Team To KillfeedPrints the name of the Team in the killfeed. Use this to help debug nodes in Play mode.11
95
Print Vector3 to KillfeedPrints a Vector3 in the killfeed with the format of (x,y,z,). Use this to help debug nodes in Play mode.11
96
Print Victory Reason To KillfeedPrints a Victory Reason from a wave in the killfeed. Use this to help debug nodes in Play mode.11
97
EVENTSNodes that execute when an certain events occur during gampelay. Used to trigger other nodes.11
98
On Game StartEvent called when when the game starts.11
99
On Gameplay StartEvent called when at the start of each round when the gameplay begins. Similar to On Round Start, but fires AFTER intro cameras finish and the first human player can move.11
100
On Object DamagedEvent called when the input object is damaged by any source. This wvwnt won;t trigger on object that dont have heath values or one player references11