Entity Nodes

Attachment

Attach/Detach an entity to another one.

BeamEntity

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.

BroadcastEvent

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.

CallScriptFunction

Calls a script function on the entity.

CharAttachmentMaterialParam

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.

CheckArea

Checks if the given entity is inside the node entity's area.

CheckDistance

Check distance between the node entity and the entities defined in the inputs.

ChildAttach

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.

ChildDetach

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.

Damage

Damages specified entity by Damage amount when Trigger is activated.

ElectricConnector

Marks assigned entity as an electric connector.

EntitiesInRange

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.

EntityFaceAt

Forces an entity to look at the specified target entity.

EntityId

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.

EntityInfo

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.

EntityPool

Used to prepare an entity from the pool, or free it back to the pool.

EntityPos

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.

EntityScreenPos

Get screen position for current entity.

FlashInvoke

Invoke Flash Function.

GetPos

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.

ParentId

Obtain the parentID number of the specified entity.

PropertyGet

Retrieve entity property value.

PropertySet

Change entity property value.

Note: This property change will not work with SaveLoad.

RenderParams

Set render specific parameters.

Spawn

Spawns an entity with the specified properties.

SpawnArchetype

Spawns an archetype entity with the specified properties.

TacticalScan

Gets the Id of the entity currently being tactical scanned.

TacticalScanComplete

Gets the Id of the entity that just completed (But before success or failure) being tactical scanned.

TacticalScanCurrentControl

Can control the tactical scan that is currently in progress.

TacticalScanStart

Gets the Id of the entity that just started being tactical scanned.

Velocity

Outputs different components of an entity's velocity.

Deprecated Nodes

  • Entity:AttachChild
  • Entity:DetachThis
  • Entity:Material (moved to new Material folder)
  • Entity:MaterialLayer (moved to new Material folder)