The nodes within this section are included in the GameSDK sample project by default.
Since the following nodes are dependent on GameSDK, it is not recommended that they be used in the development of your game projects. These nodes have been included simply for understanding and testing the Behavior Tree Editor.
Description | Changes the stance of an AI agent based on the maximum height of its current cover, such that its cover remains effective. | |||||||||
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Additional Information | None. |
Description | Causes an AI agent to aim at a specified Target or Reference Point for a specified duration of time. This direction of aim is cleared once the node completes execution. | ||||||||||||
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Additional Information | None. |
Description | Causes an AI agent to play a specific animation. | |||||||||||||||||||
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Additional Information | None. |
Description | Executes a piece of Lua code, returning success/failure as its result depending on whether the code yields true/false. | ||||||
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Additional Information | None. |
Description | Displays a specified message in a speech bubble above an AI agent. | |||||||||||||||
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Additional Information | None. |
Description | Clears the AI agent's list of targets. | ||||||
Parameters accepted | None. | ||||||
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Additional Information | None. |
Description | Requests the Communication Manager to play a specified Communication (event, sound/voice, or animation) for the AI agent, in response to an in-game event. For example, causing the agent to yell "I'm hurt!" in response to a player attack. | |||||||||||||||||||||||||||
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Additional Information | More information on Communications and Communication Channels can be found in the Technical Documentation. |
Description | Executes a piece of Lua code. | ||||||
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Additional Information | None. |
Description | Creates a fixed-size group and attempts to enter the AI agent into that group. The node's child is then executed if the agent is successfully incorporated into the group. A Group Scope node can have only one child. | |||||||||
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Additional Information | None. |
Description | Causes the target to look at either an Attention Target, the closest member of its group, or at a Reference Point as specified. Once the node completes execution, its specified Look At location is cleared. | ||||||||||||
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Additional Information | The ReferencePoint can be set by performing a Tactical Position System query via the Query TPS node, and storing the result in the RefPoint register. |
Description | Runs a specified Lua behavior. | ||||||
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Additional Information | None. |
Description | Has only one child, which it executes when "open". A Lua Gate is "open" when the code snippet associated with it yields True. | ||||||
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Additional Information | None. |
Description | Moves the AI agent from its current position to a specified destination. If this final destination is a target, it is updated as the target moves. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Additional Information | The Cover or RefPoint values can be set by performing a Tactical Position System query via the Query TPS node, and storing the result in the Cover or RefPoint registers respectively. |
Description | Minimizes the AI agent's threat level. | ||||||
Parameters Accepted | None. | ||||||
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Additional Information | None. |
Description | Executes a Tactical Point System (TPS) query and stores its result in a specified register. | |||||||||||||
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Additional Information | Please refer to the Technical Documentation on the Tactical Point System for more information on TPS queries. |
Description | Sends a transition signal/Event destined for a State Machine node on the behavior tree, with special intent of causing a change in its State. Execution of the tree is put on hold until the signal is received, and execution resumes in the new State. | |||||||||||||||
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Additional Information | This node has been included for backward compatibility reasons and when possible, the Flow → State Machine → Send Transition Event node must be used in its place. This is because the Send Transition Event requires users to pick the transition signal/Event from a dropdown menu, which only contains predefined Events, and is hence less prone to user error. The Send Transition Signal node however requires the name of the transition signal/Event to be entered within a text box; if the entered name of the signal/Event is incorrect or doesn't exist, execution of the behavior tree would be permanently halted. |
Description | Sets/updates the the value of the agent's alertness. | ||||||
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Additional Information | None. |
Description | Causes the AI agent to shoot at an Attention Target, Reference Point or a specific position in the in-game world. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Additional Information | None. |
Description | Causes the agent to shoot from cover for a specific duration of time. | ||||||||||||||||||||||||||||||||||||||||||||
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Additional Information | None. |
Description | Sends a transition signal/Event, However unlike the Send Transition Signal node, the execution of behavior tree is not stopped until this signal/Event is handled somewhere else. | |||||||||||||||
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Additional Information | This node has been included for backward compatibility reasons and when possible, the Core → Send Event node must be used in its place. This is because the Send Event requires users to pick the transition signal/Event from a dropdown menu, which only contains predefined Events, and is hence less prone to user error. The Send Signal node however, requires the name of the transition signal/Event to be entered within a text box, which could create errors if the entered name of the signal/Event is incorrect or doesn't exist. |
Description | Sets the stance of the AI agent. | ||||||||||||||||||||
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Additional Information | None. |
Description | Stops movement of the agent. | |||||||||
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Additional Information | Execution of this node might not always stop the agent's physical movement immediately. The Movement System often relies on the influence of animation and physics, for example, which may result in the agent's movement being stopped over a period of time rather than immediately. Please refer to the Technical Documentation for more information on the Movement System. |