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2 | Node Name | Tooltip | Up-To-Date | Typo in Original | Text Updated On | Text Verified On | ||||
3 | AI | Nodes that spawn, kill, and get Campaign AI characters | 1 | 1 | 11/22/2023 | |||||
4 | Combine Squad Overrides | Returns a Squad Overrides containing the input Squad Overrides | 1 | 1 | ||||||
5 | Get AI Units from Squad | Returns a list of AI Units in the Squad that are still alive. The order of list entries is random. | 1 | 1 | ||||||
6 | Get All AI Units | Returns 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. | 1 | 1 | transform | |||||
7 | Get All AI Units On Team | Returns 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. | 1 | 1 | ||||||
8 | Get All Squads | Returns a Squad List containing all currently-spawned squads. The order of list entries is random. | 1 | 1 | ||||||
9 | Get All Squads On Team | Returns a Squad List containing all squads that are on the Team. The order of list entries is random. | 1 | 1 | ||||||
10 | Get Squad Definition From AI Spawner | Returns 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. | 1 | 1 | ||||||
11 | Get Squad From AI Unit | Returns the Squad that the AI Unit belongs to | 1 | 1 | ||||||
12 | Kill All Squads | Kills all squads on the map | 1 | 1 | ||||||
13 | Kill Squad | Kills the Squad | 1 | 1 | ||||||
14 | Spawn Squad Through Definition | Spawns a squad according to the Squad Definition | 1 | 1 | ||||||
15 | Squad Overrides Behavior | Returns Squad Overrides for Blind, Deaf, Inactive, and Magic Sight behavior when a squad spawns | 1 | 1 | ||||||
16 | Squad Overrides Identification | Returns Squad Overrides for the Team and Squad Label when a squad spawns | 1 | 1 | ||||||
17 | Squad Overrides Spawn Logic | Returns Squad Overrides for the assigned Move Zone, Initial Combat State, and Initial Facing Yaw in degrees when a squad spawns | 1 | 1 | ||||||
18 | Trigger AI Spawner | Spawns a squad from the AI Spawner based off its Object Properties | 1 | 1 | ||||||
19 | AI ADVANCED | Nodes that manipulate and query Campaign AI character data | 1 | 1 | ||||||
20 | Ally Squad with FFA Player | Makes 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. | 1 | 1 | ||||||
21 | Assign AI Unit To Spawned Squad | Assigns the AI Unit to a spawned Squad | 1 | 1 | ||||||
22 | Assign Squad To Team | Assigns the Squad to the Team | 1 | 1 | ||||||
23 | Assign Squad To Zone | Assigns the Squad to the Move Zone | 1 | 1 | ||||||
24 | Get AI Character Type | Returns a Character Type for an AI Unit, such as Grunt Conscript A | 1 | 1 | ||||||
25 | Get All AI Spawners | Returns an Object List containing all AI spawners on the map | 1 | 1 | ||||||
26 | Get Available AI Unit Count | Returns the number of AI units that can be spawned before reaching the runtime budget limit | 1 | 1 | ||||||
27 | Get Is AI | Returns true if the Object is an AI unit | 1 | 1 | ||||||
28 | Get Squad AI Unit Count | Returns the Original Unit Count of a Squad and its Remaining Unit Count as a number or percentage | 1 | 1 | ||||||
29 | Get Squad Combat State | Returns the Combat State of a Squad. This state is the highest alertness that any squad member currently has | 1 | 1 | ||||||
30 | Get Squad Definition AI Unit Count | Returns the number of AI units contained in the Squad Definition and checks if the whole squad can be spawned | 1 | 1 | ||||||
31 | Get Squad Has Squad Label | Returns whether the Squad has the given Squad Label | 1 | 1 | ||||||
32 | Get Squad Team | Returns the Team that the Squad is on | 1 | 1 | ||||||
33 | Get Squads From Spawner | Returns a Squad List containing all currently-spawned squads that came from the AI Spawner. The order of list entries is random. | 1 | 1 | ||||||
34 | Get Squads With Squad Label | Returns a Squad List containing all squads that have the Squad Label. The order of list entries is random. | 1 | 1 | ||||||
35 | Is AI Unit Of Species | Checks if the AI Unit belongs to the AI Species, such as Grunt | 1 | 1 | ||||||
36 | AI MODIFIERS | Nodes that interact with Campaign AI characters to change their gameplay behaviour | 1 | 1 | ||||||
37 | Apply Undetectable To AI | Sets the Undetectable To AI game option according to Enabled | 1 | 1 | ||||||
38 | Apply Valhalla | Sets the Valhalla game option according to Enabled | 1 | 1 | ||||||
39 | Get AI Targetable Object List | 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 | 1 | 1 | ||||||
40 | Modify AI Targetable List | 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. | 1 | 1 | ||||||
41 | Modify AI Targetable Object Methods | 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. | 1 | 1 | ||||||
42 | Set AI Difficulty | Changes 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. | 1 | 1 | ||||||
43 | Set AI Unit Inactive | Sets the Inactive behavior on an AI Unit | 1 | 1 | ||||||
44 | Set AI Unit Magic Sight | Sets the Magic Sight behavior on an AI Unit | 1 | 1 | ||||||
45 | Set AI Unit Perception | Sets the Deaf and Blind behaviors on an AI Unit | 1 | 1 | ||||||
46 | Set All Healthbars Visible | Sets the visibility of healthbars on all AI units | 1 | 1 | ||||||
47 | Set Healthbar Visible | Sets the visibility of a healthbar on an AI unit | 1 | 1 | ||||||
48 | Set Squad Follow Object | Forces a Squad to follow the Target Object. The Follow Radius defines the area around the object that the Squad must stay in. | 1 | 1 | ||||||
49 | Set Squad Stop Following | Tells a Squad to stop following an object if they were following one. The Squad will return to their previously-assigned zone. | 1 | 1 | ||||||
50 | AI WAVES | Nodes that create and manage waves of Campaign AI characters | 1 | 1 | ||||||
51 | Add Wave to Wave Manager | Adds 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. | 1 | 1 | ||||||
52 | End Current wave | Ends the current wave, optionally killing the Active Squads from the current wave and Straggler Squads left over from previous waves | 1 | 1 | ||||||
53 | Get Current Wave Status | Returns the Active Squads, Percent Remaining, and Duration Remaining in the current wave, along with any Straggler Squads that are left over from previous waves | 1 | 1 | ||||||
54 | Get Wave Manager Status | Returns whether the Wave Manager has an active wave. The Queue Size includes the active wave. | 1 | 1 | ||||||
55 | Remove Upcoming Waves | Removes any queued waves after the current one from the Wave Manager | 1 | 1 | ||||||
56 | Wave | Defines 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. | 1 | 1 | ||||||
57 | Wave Options | Options 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. | 1 | 1 | ||||||
58 | AUDIO | Nodes that interact with audio within the level. | 1 | 1 | ||||||
59 | Play 3D Audio For All Players | Plays a 3D audio clip audible to all players within range of the Position | 1 | 1 | ||||||
60 | Play 3D Audio For Opposing Teams | Plays a 3D audio clip audible to all players NOT on the Team within range of the Position | 1 | 1 | ||||||
61 | Play 3D Audio For Team | Plays a 3D audio clip audible to all players on the Team within range of the Position | 1 | 1 | ||||||
62 | Register Audio Zone | Registers 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. | 1 | 1 | ||||||
63 | Set Object 3D Audio Loop | Sets 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. | 1 | 1 | ||||||
64 | Stop Object 3D Audio Loop | Stops the audio loop currently playing on the Object. Can stop sounds playing for allied or opposing players independently. | 1 | 1 | ||||||
65 | Unregister Audio Zone | Unregisters 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. | 1 | 1 | ||||||
66 | BOTS | Nodes that interact with multiplayer bots | 1 | 1 | ||||||
67 | Add Bot | Adds 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. | 1 | 1 | ||||||
68 | Bot Difficulty | Returns a bot difficulty level. Recruit is the weakest, and Spartan is the strongest. | 1 | 1 | ||||||
69 | Get All Bots | Returns a list of all players who are bots | 1 | 1 | ||||||
70 | Get All Bots on Team | Returns a list of all players who are bots assigned to the Team | 1 | 1 | ||||||
71 | Get Bot Is Difficulty | Returns true if the Bot Player matches the given Bot Difficulty. Always returns false if the Bot Player is not actually a bot. | 1 | 1 | ||||||
72 | Get Is Bot | Returns true if the Player is a multiplayer bot. | 1 | 1 | ||||||
73 | Remove All Bots | Removs all bots from all teams | 1 | 1 | ||||||
74 | Remove Specific Bot From Match | Removes the Bot Player from the game. If the player is not actually a bot, there is no effect. | 1 | 1 | ||||||
75 | DEATH CONTEXT | Nodes that query death contexts that are sent when units are killed | 1 | 1 | ||||||
76 | Was AI Killer | Queries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing unit was an AI. | 1 | 1 | ||||||
77 | Was Assisted Kill | Queries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if other players assisted in the kill. | 1 | 1 | ||||||
78 | Was Character Type | Queries 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. | 1 | 1 | ||||||
79 | Was Grenade Kill | Queries 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. | 1 | 1 | ||||||
80 | Was Last AI Unit In Squad | Queries 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. | 1 | 1 | ||||||
81 | Was Melee Kill | Queries 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. | 1 | 1 | ||||||
82 | Was Vehicle Kill | Queries 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. | 1 | 1 | ||||||
83 | Was Weapon Kill | Queries 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. | 1 | 1 | ||||||
84 | Was With Grenade Type | Queries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a matching Grenade Type | 1 | 1 | ||||||
85 | Was With Specific Vehicle | Queries 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. | 1 | 1 | ||||||
86 | Was With Specific Weapon | Queries 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. | 1 | 1 | ||||||
87 | Was With Vehicle Type | Queries 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. | 1 | 1 | ||||||
88 | Was With Weapon Type | Queries a DeathContext for the On Player Killed or On AI Unit Killed event. Returns true if the killing blow came from a matching Weapon Type | 1 | 1 | ||||||
89 | DEBUG | Nodes that enable debugging, such as printing values to the killfeed | 1 | 1 | ||||||
90 | Print Boolean To Killfeed | Prints a Boolean in the killfeed as TRUE or FALSE. use this to help debug nodes in Play mode. | 1 | 1 | ||||||
91 | Print Control State to Killfeed | Prints a Control State from a Generic Zone in the killfeed. Use this to help debug nodes in Play mode. | 1 | 1 | ||||||
92 | Print Number To Killfeed | Prints a Number in the killfeed. use this to help debug nodes in Play mode. | 1 | 1 | ||||||
93 | Print Player To Killfeed | Prints the name of the Player in the killfeed. Use this to help debug nodes in Play mode. | 1 | 1 | ||||||
94 | Print Team To Killfeed | Prints the name of the Team in the killfeed. Use this to help debug nodes in Play mode. | 1 | 1 | ||||||
95 | Print Vector3 to Killfeed | Prints a Vector3 in the killfeed with the format of (x,y,z,). Use this to help debug nodes in Play mode. | 1 | 1 | ||||||
96 | Print Victory Reason To Killfeed | Prints a Victory Reason from a wave in the killfeed. Use this to help debug nodes in Play mode. | 1 | 1 | ||||||
97 | EVENTS | Nodes that execute when an certain events occur during gampelay. Used to trigger other nodes. | 1 | 1 | ||||||
98 | On Game Start | Event called when when the game starts. | 1 | 1 | ||||||
99 | On Gameplay Start | Event 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. | 1 | 1 | ||||||
100 | On Object Damaged | Event 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 references | 1 | 1 |