Attach/Detach an entity to another one.
Used to beam objects instantly to any position in the level. When the Beam port is triggered the target entity is moved to the position input on the Position port.
Additionally rotation and scale can be set using the input ports to match the beamed entity to another entity.
Used to send an event to one or more entities. The entities that will receive this event are specified by inputting a string to the name port. Each entity that has the string which is input there as a part of their name will receive the event set in the event port.
The events are case sensitive, so make sure you type it in correctly.
You can access the list of events associated with the entity if you right click on it and go to the events menu.
In this example after 5 seconds the Entity:BroadcastEvent node is used to send a Kill event to all entities which have the string 'Squad_A' in their name.
Calls a script function on the entity.
Allows changing a material on an attachment in a cdf file. For example, you can change the material of the character's trousers.
Set Material is the trigger, ForcedMaterial is the full link to the material (eg: materials/references/basecolors/grey.mtl
) and SubMtId is the number of the sub-material.
Checks if the given entity is inside the node entity's area.
Check distance between the node entity and the entities defined in the inputs.
Attaches another entity to its target entity. The child entity will be linked to the target entity until the link is removed. The entity defined in the Child input port is attached to the target entity.
Used to detach entities from its parent entity. Usually the ChildAttach node has been used before to link the target entity to another entity.
The node has two additional ports to set transform an physics settings. When "KeepTransform" is set, the entity will keep its transformation in world space when detached. When "EnablePhysics" is set, physics will be re-enabled again when the entity is detached.
Damages specified entity by Damage amount when Trigger is activated.
Marks assigned entity as an electric connector.
Takes the positions of two entities and checks if they are in a certain range to each other. Depending on the result of the check the output ports are triggered.
In the above example we make entity1 move back and forth between two points. We have setup a timer to test the EntitiesInRange every 0.2 seconds.
When they are within range, display one message and when out of range, display another. We are also getting the distance check being sent to the HUD via another debug message off of the distance output.
Forces an entity to look at the specified target entity.
Outputs the entity ID number of the specified entity. The node does not need to be triggered because the entity ID never changes.
In the above example, the EntityIDs are used to define the targets of the inputs for the EntitiesInRange node.
When triggered, this node outputs the ID, name, class, and archetype of the target entity. In cases where entity types need to be compared, this node is very useful.
In this example, the name of the target entity of the EntityInfo node is compared to a string using a String:Compare.
Used to prepare an entity from the pool, or free it back to the pool.
Handles all position related manipulations of the owner entity. All position information of the specified entity can be read from the output ports.
Unlike the GetPos node, the output ports of this node are triggered whenever one of the target entities properties changes (i.e; when the object moves, dynamically updates).
In this example the position output port is used as a target for the entity Grunt1 to walk to with the AI:AIGoto node.
Get screen position for current entity.
Invoke Flash Function.
The functionality of this node is similar to the EntityPos node but instead of triggering the output ports whenever any position information changes it only outputs when triggered to do so.
The only input port is the Get port, which when triggered outputs the according information on all output ports.
In situations where a constant update is too expensive the GetPos should be used instead of the EntityPos node which continuously outputs on all ports when any position value changes.
Obtain the parentID number of the specified entity.
Retrieve entity property value.
Change entity property value.
Note: This property change will not work with SaveLoad.
Set render specific parameters.
Spawns an entity with the specified properties.
Spawns an archetype entity with the specified properties.
Gets the Id of the entity currently being tactical scanned.
Gets the Id of the entity that just completed (But before success or failure) being tactical scanned.
Can control the tactical scan that is currently in progress.
Gets the Id of the entity that just started being tactical scanned.
Outputs different components of an entity's velocity.