A-Z Logic Nodes: Difference between revisions

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(Created page with "== A == === Attack Node === Attack Nodes are used to instruct an AI to attack a target. They can be linked to an AI that has been placed in the ARC, an AI spawner node or players, and can be instructed by logic on when to start or stop. The target can be overwritten via logic. === Attach Node === Attach Nodes are used to tie several objects to each other, with one acting as a parent and the rest as a child. The Attributes Panel determines the relative position of a chi...")
 
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__NOTOC__
== Table of Contents ==
{| class="wikitable custom-table"
|-
| [[#A|A]] || [[#B|B]] || [[#C|C]] || [[#D|D]] || [[#E|E]] || [[#F|F]] || [[#G|G]] || [[#H|H]] || [[#I|I]] || [[#J|J]] || [[#K|K]] || [[#L|L]] || [[#M|M]]
|-
| [[#N|N]] || [[#O|O]] || [[#P|P]] || [[#Q|Q]] || [[#R|R]] || [[#S|S]] || [[#T|T]] || [[#U|U]] || [[#V|V]] || [[#W|W]] || [[#X|X]] || [[#Y|Y]] || [[#Z|Z]]
|}
<span id="A"></span>
== A ==
== A ==
=== Attack Node ===
=== Attack Node ===
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Award Stamp Nodes are used to determine when and which stamp is awarded to the player during gameplay of the ARC. The PlayerID to be awarded can be determined by logic, as well as when the award is triggered.  
Award Stamp Nodes are used to determine when and which stamp is awarded to the player during gameplay of the ARC. The PlayerID to be awarded can be determined by logic, as well as when the award is triggered.  


<span id="B"></span>
== B ==
== B ==
=== Blip Node ===
=== Blip Node ===
Blip Nodes add a blip or a marker on the minimap. The icon options are Objective, Enemy, Car, Portal, Item. They can only be enabled or disabled with an On/Off node and can be attached to any individual object in the map.
Blip Nodes add a blip or a marker on the minimap. The icon options are Objective, Enemy, Car, Portal, Item. They can only be enabled or disabled with an On/Off node and can be attached to any individual object in the map.


<span id="C"></span>
== C ==
== C ==
=== Check Stamp Owned Node ===
=== Check Stamp Owned Node ===
Check Stamp Owned Nodes are used to check if the player already has a specified stamp in their inventory, and what happens based on the result (determined by logic).
Check Stamp Owned Nodes are used to check if the player already has a specified stamp in their inventory, and what happens based on the result (determined by logic).


<span id="D"></span>
== D ==
== D ==
=== Delay Node ===
=== Delay Node ===
Delay Nodes are used to delay a certain linked event by a chosen amount of time, in seconds. You can choose whether the delay happens for all Nodes simultaneously or in sequence.
Delay Nodes are used to delay a certain linked event by a chosen amount of time, in seconds. You can choose whether the delay happens for all Nodes simultaneously or in sequence.


<span id="E"></span>
== E ==
== E ==
=== Eliminate Node ===
=== Eliminate Node ===
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Event Nodes can be used to link them to each other when they share the same name, in order to trigger them in multiple places in the ARC. The name can be overwritten by logic.  
Event Nodes can be used to link them to each other when they share the same name, in order to trigger them in multiple places in the ARC. The name can be overwritten by logic.  


<span id="F"></span>
== F ==
== F ==
=== Faction Node ===
=== Faction Node ===
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Flip/Flop Nodes are used to alternate between two other logic nodes automatically each time they’re triggered. This can be used to automatically allocate players across two teams upon joining a game.  
Flip/Flop Nodes are used to alternate between two other logic nodes automatically each time they’re triggered. This can be used to automatically allocate players across two teams upon joining a game.  


<span id="G"></span>
== G ==
== G ==
=== Gate Node ===
=== Gate Node ===
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Go to Nodes are used to command AI to move to a target’s position, such as an AI that has been placed in the ARC, an AI spawner Node or players. They can be instructed when to start or stop by logic nodes and the target can be overwritten.  
Go to Nodes are used to command AI to move to a target’s position, such as an AI that has been placed in the ARC, an AI spawner Node or players. They can be instructed when to start or stop by logic nodes and the target can be overwritten.  


<span id="I"></span>
== I ==
== I ==
=== Input Node ===
=== Input Node ===
Input Nodes are used to set which input keys will activate a certain logic-linked action. It can be set to be enabled or disabled by default, and the available keys to custom are: Enter, Up, Down, Left, Right, W, A, S, D, or Interact (F).  
Input Nodes are used to set which input keys will activate a certain logic-linked action. It can be set to be enabled or disabled by default, and the available keys to custom are: Enter, Up, Down, Left, Right, W, A, S, D, or Interact (F).  


<span id="M"></span>
== M ==
== M ==
=== Move Node ===
=== Move Node ===
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Music Nodes are used to introduce music to ARCs. Through the Attribute Panel, we can select the audio file and whether we want it to auto play from the start. You can instruct it by logic on when to start or stop.  
Music Nodes are used to introduce music to ARCs. Through the Attribute Panel, we can select the audio file and whether we want it to auto play from the start. You can instruct it by logic on when to start or stop.  


<span id="N"></span>
== N ==
== N ==
=== Navigation Restriction Node ===
=== Navigation Restriction Node ===
Navigation Restriction Nodes can be used to restrict the area in which an AI is allowed to move, by keeping them in or out of the area. Navigation Restriction Nodes must be linked to a Navigation Area Volume Node to function.  
Navigation Restriction Nodes can be used to restrict the area in which an AI is allowed to move, by keeping them in or out of the area. Navigation Restriction Nodes must be linked to a Navigation Area Volume Node to function.  


<span id="O"></span>
== O ==
== O ==
=== Objective Node ===
=== Objective Node ===
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On/Off Nodes are used to activate or deactivate another logic nodes, or flip between the two.  
On/Off Nodes are used to activate or deactivate another logic nodes, or flip between the two.  


<span id="P"></span>
== P ==
== P ==
=== Patrol Node ===
=== Patrol Node ===
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Player Inventory Nodes are used to determine players' eligibility for certain actions/events, based on level, inventory, or currency. Through the Attributes Panel, you can set the amount necessary for the event to trigger, and whether just one player or all players are required to meet the criteria.
Player Inventory Nodes are used to determine players' eligibility for certain actions/events, based on level, inventory, or currency. Through the Attributes Panel, you can set the amount necessary for the event to trigger, and whether just one player or all players are required to meet the criteria.


<span id="R"></span>
== R ==
== R ==
=== Random Node ===
=== Random Node ===
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The rotate Node is used to make an asset rotate around the XYZ axes (the values for which are determined in the Translation section of the Attributes settings) when given certain conditions. You can select whether the object or world axes are used, the duration of the movement (in seconds), and whether you want it at an even pace, easing in/out, or both.
The rotate Node is used to make an asset rotate around the XYZ axes (the values for which are determined in the Translation section of the Attributes settings) when given certain conditions. You can select whether the object or world axes are used, the duration of the movement (in seconds), and whether you want it at an even pace, easing in/out, or both.


<span id="S"></span>
== S ==
== S ==
=== Set Actor Location Node ===
=== Set Actor Location Node ===
Set Actor Location Nodes are used to link the location of an entity with another’s and determine what happens when the retrieval of the location data is successful or failed.
Set Actor Location Nodes are used to link the location of an entity with another’s and determine what happens when the retrieval of the location data is successful or failed.
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Set Visibility Nodes are used to determine whether an object is visible or not by default, and to set the object visibility following the Node’s activation.
Set Visibility Nodes are used to determine whether an object is visible or not by default, and to set the object visibility following the Node’s activation.


<span id="T"></span>
== T ==
== T ==
=== Time Of Day Node ===
=== Time Of Day Node ===
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Trigger Nodes come in three default shapes: boxes, spheres, and cylinders. They are used to trigger other logic Nodes when their volume is entered or exited.
Trigger Nodes come in three default shapes: boxes, spheres, and cylinders. They are used to trigger other logic Nodes when their volume is entered or exited.


<span id="W"></span>
== W ==
== W ==
=== Wander Node ===
=== Wander Node ===
Wander Nodes are used to instruct AI to wander. They can be linked to a bot or to an AI spawner Node and can be instructed by other logic nodes on when to start or stop.
Wander Nodes are used to instruct AI to wander. They can be linked to a bot or to an AI spawner Node and can be instructed by other logic nodes on when to start or stop.

Revision as of 11:20, 2 May 2024


Table of Contents

A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z


A

Attack Node

Attack Nodes are used to instruct an AI to attack a target. They can be linked to an AI that has been placed in the ARC, an AI spawner node or players, and can be instructed by logic on when to start or stop. The target can be overwritten via logic.

Attach Node

Attach Nodes are used to tie several objects to each other, with one acting as a parent and the rest as a child. The Attributes Panel determines the relative position of a child objects to the parent object, and what happens to the child object when the parent is destroyed, eliminated or respawned.

Audio Emitter Node

Audio Emitter Nodes are used to introduce audio to the ARC. You can set it to auto play on start, or you can activate it with logic. You can set the volume, pitch and attenuation (proximity sound), whether it’s present in the whole ARC or based on position, and how long it takes for it to fade (in seconds). Volume and pitch can be overridden by logic, and the node can also receive an incoming movement link.

Award Stamp Node

Award Stamp Nodes are used to determine when and which stamp is awarded to the player during gameplay of the ARC. The PlayerID to be awarded can be determined by logic, as well as when the award is triggered.

B

Blip Node

Blip Nodes add a blip or a marker on the minimap. The icon options are Objective, Enemy, Car, Portal, Item. They can only be enabled or disabled with an On/Off node and can be attached to any individual object in the map.

C

Check Stamp Owned Node

Check Stamp Owned Nodes are used to check if the player already has a specified stamp in their inventory, and what happens based on the result (determined by logic).

D

Delay Node

Delay Nodes are used to delay a certain linked event by a chosen amount of time, in seconds. You can choose whether the delay happens for all Nodes simultaneously or in sequence.

E

Eliminate Node

Eliminate Nodes are used to link entities in order to eliminate them when conditions are met, and can be set to ignore any previously invincibility setting.

Event Node

Event Nodes can be used to link them to each other when they share the same name, in order to trigger them in multiple places in the ARC. The name can be overwritten by logic.

F

Faction Node

Faction Nodes are used to set two or more objects under the same faction.

Follow Node

Follow Nodes are used to instruct AIs to follow a target in a set distance. They can be used to link the target with an AI that has been placed in the ARC, an AI spawner Node or players. The distance and follow target can be overwritten via other logic nodes.

Flip/Flop Node

Flip/Flop Nodes are used to alternate between two other logic nodes automatically each time they’re triggered. This can be used to automatically allocate players across two teams upon joining a game.

G

Gate Node

Gate Nodes are used to enable or disable all the linked logic, or toggle between the two.

Get Actor Location Node

Get Actor Location Nodes are used to retrieve the location of an entity with the purpose of linking it to another or to logic, before determining what happens when the retrieved location data is successful or failed.

Get Actor Rotation Node

Get Actor Rotation Nodes are used to retrieve the rotation of an entity with the purpose of linking it to another or to logic, before determining what happens when the retrieved rotation data is successful or failed.

Go to Node

Go to Nodes are used to command AI to move to a target’s position, such as an AI that has been placed in the ARC, an AI spawner Node or players. They can be instructed when to start or stop by logic nodes and the target can be overwritten.

I

Input Node

Input Nodes are used to set which input keys will activate a certain logic-linked action. It can be set to be enabled or disabled by default, and the available keys to custom are: Enter, Up, Down, Left, Right, W, A, S, D, or Interact (F).

M

Move Node

The Move Node is used to make an asset move along the XYZ axes (the values for which are determined in the Translation section of the Attributes settings) when given certain conditions. You can select whether the object or world axes are used, the duration of the movement (in seconds), and whether we want it at even pace, easing in/out or both.

Music Node

Music Nodes are used to introduce music to ARCs. Through the Attribute Panel, we can select the audio file and whether we want it to auto play from the start. You can instruct it by logic on when to start or stop.

N

Navigation Restriction Node

Navigation Restriction Nodes can be used to restrict the area in which an AI is allowed to move, by keeping them in or out of the area. Navigation Restriction Nodes must be linked to a Navigation Area Volume Node to function.

O

Objective Node

Objective Nodes are used in ARCs to provide players with a constant string of text that guides them. They can’t be linked to anything and can only be activated by another node. The Attributes Panel determines the text and its behaviour.

OnStart Node

OnStart Nodes are used to determine which logic Nodes are activated upon entering the ARC. Use this Node to set which Nodes you want to be activated when a player enters the ARC

On/Off node

On/Off Nodes are used to activate or deactivate another logic nodes, or flip between the two.

P

Patrol Node

Patrol Nodes are used to link an AI to patrol points, by determining a path for it to move. On the Attributes Panel, you can set the maximum distance that a bot can move away from a patrol point upon detecting a player. Whichever point is first linked will determine that starting point of the path.

Path Move Node

Path Move Nodes are used to move linked objects along a designated path. Via the Attributes Panel, you can set the duration and the type of movement (linear, easing in and/or out).

Player Inventory Requirement Node

Player Inventory Nodes are used to determine players' eligibility for certain actions/events, based on level, inventory, or currency. Through the Attributes Panel, you can set the amount necessary for the event to trigger, and whether just one player or all players are required to meet the criteria.

R

Random Node

A Random Node activates a subsequently connected node at random following its activation.

Random Number Node

Random Number Nodes are used to generate random numbers between two set values (can fail if inverted). They can be linked to events you want to happen depending on whether it does or doesn’t generate a number, and events you want to happen when the number coincides with a target number (through Variable Nodes like number, boolean etc) or to a display.

Repeat Node

Repeat Nodes are used to repeat a set of activated logic events a set number of times or infinitely, and at a set interval. When attached to more than one event, we can choose whether the delay happens for all nodes simultaneously or in sequence.

Remove Node

Remove Nodes are used to remove any linked object when a condition is met.

Rotate Node

The rotate Node is used to make an asset rotate around the XYZ axes (the values for which are determined in the Translation section of the Attributes settings) when given certain conditions. You can select whether the object or world axes are used, the duration of the movement (in seconds), and whether you want it at an even pace, easing in/out, or both.

S

Set Actor Location Node

Set Actor Location Nodes are used to link the location of an entity with another’s and determine what happens when the retrieval of the location data is successful or failed.

Set Actor Rotation Node

Set Actor Rotation Nodes are used to link the rotation of an entity with another’s and determine what happens when the retrieval of the rotation data is successful or failed.

Set collision Node

Set Collision Nodes are used to determine an object’s default collision state and its subsequent collision state after the collision Node has been activated.

Set Tip Node

Set Tip Nodes are used for on-screen text that is meant to give players hints.

Set visibility Node

Set Visibility Nodes are used to determine whether an object is visible or not by default, and to set the object visibility following the Node’s activation.

T

Time Of Day Node

Time Of Day Nodes are used to set an ARC’s Time of Day to a different one than default when triggered by logic.

Timer Node

Timer Nodes are used to set when a linked Node is activated, measured in seconds, and whether that happens on a loop. Timer Nodes can be paused, restarted, or reset.

Trigger Node

Trigger Nodes come in three default shapes: boxes, spheres, and cylinders. They are used to trigger other logic Nodes when their volume is entered or exited.

W

Wander Node

Wander Nodes are used to instruct AI to wander. They can be linked to a bot or to an AI spawner Node and can be instructed by other logic nodes on when to start or stop.