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Nodes

Every blueprint consists of nodes that connect to each other via different pins.

There are two common types of pins:

  • Flow pins transfer the execution flow of the scenario:

    In this example, the Create Truck node will be executed after the Delay node has finished execution (that is, the delay ended).
  • Data pins transfer data: actors, boolean variables, position, and so on.

    In this example, the Get First Tagged Actor node finds the first actor with the tag build_1 and passes this actor as an argument to the On Enabled node.

Info

Many nodes have the word actor in the name. Actors are special objects that have some kind of behavior associated with them. Most of the objects in the scene are actors: buildings, vehicles, quest objects, and so on.

Nodes have different types, the most common ones:

  • Function nodes do something with the arguments they are given. For example, the Create Truck node creates a specified type of truck at given coordinates and then transfers the execution flow further:
  • Event nodes wait for a certain event associated with a specified actor and then transfer the execution flow further. For example, the On Enabled node waits until the Enable Disable property of an actor has the true value:
  • Getter nodes either find some actors and pass them further through a data pin or get some property of an actor and pass it through a data pin:

List of nodes available in the Mod Editor:

Node

Description

Scan Tagged Actors

Returns an array of actors with the specified tag in a sphere centered at a specified point. The point can be specified as a constant or can be passed by the Get Actor Position node.

Follow Spline 3d

Used for managing an instance of the actor_followed_spline3d prefab: a prefab that allows to create a spline and place an actor that will follow the path created by the spline.

  • Start And Subscribe / Stop And Unsubscribe — start/stop the movement of an actor and start/stop tracking its movement to trigger the exit pins.
  • Follow Actor — the spline actor (an instance of the actor_followed_spline3d prefab, not the moving actor itslef).
  • Play Mode — forward, backward, pingpong (looped movement).
  • Percent Start Time — available if Override Start Time is enabled. The starting point of the movement.

Start Route / Stop Route

Spawn/despawn an AI vehicle that moves through the specified AI route.

Start TPL Animation

Starts the specified TPL animation of the actor. Animation can be chosen directly from.

  • Animation Index — an alternative way to choose the animation: an index of the animation in the actor's animations array.

On TPL Animation Begin / On TPL Animation End

Triggers the next node when the actor's animation begins/ends.

  • Animation Index — if >= 0, the node will only be triggered when the animation with the specified index begins/ends.

Actor For Each

Iterates over a given array of actors.

Pipe

A Pipe node can be used to merge multiple flows into one, making a Blueprint diagram more readable.

Pipe With Condition

Passes the execution flow to the next node only if the Is Enabled flag is True.

Disable actor / Enable actor

Switch the Enable Disable property of the given actor to false/true. The actor can be specified either by another node or by directly selecting an actor in the scene.

  • <OWNER> — the default value of the Actor pin. If the blueprint scenario is attached to an object, the node logic will use this object as an actor.

On Disabled / On Enabled

Waits until the Enable Disable property of the given actor has the false/true value and then transfers the execution flow to the next node. The actor can be specified either by another node or by directly selecting an actor in the scene.

  • <OWNER> — the default value of the Actor pin. If the blueprint scenario is attached to an object, the node logic will use this object as an actor.

Is Actor Enabled

Returns the value of the Enable Disable property of the given actor. The actor can be specified either by another node or by directly selecting an actor in the scene.

  • <OWNER> — the default value of the Actor pin. If the blueprint scenario is attached to an object, the node logic will use this object as an actor.

Set Actor Transform 3d / Get Actor Transform 3d

Sets/Returns the position and rotation of the actor. The actor can be specified either by another node or by directly selecting an actor in the scene.

  • <OWNER> — the default value of the Actor pin. If the blueprint scenario is attached to an object, the node logic will use this object as an actor.

Get Actor Position

Returns only the position (without rotation) of the actor. The actor can be specified either by another node or by directly selecting an actor in the scene.

  • <OWNER> — the default value of the Actor pin. If the blueprint scenario is attached to an object, the node logic will use this object as an actor.

Actor Pipe

An Actor Pipe node can be used for distributing a single actor to multiple nodes, making a Blueprint diagram more readable.

Check Actor InDomain

Branches the script based on whether an actor is inside or outside a domain.

Get Actors From Domain

Returns all actors in the given domain. The domain can be specified either by another node or by directly selecting a domain in the scene. You can iterate over the actors using the Actor For Each node:

Subscribe To Domain Events

Triggers the next node if an actor enters the specified domain. The actor must be tagged with one of the domain tags.

  • Subscribe/Unsubscribe — start/stop tracking the domain.
  • Actor — the domain for tracking.
  • Subscribe On Start — start tracking the domain on game start.
  • Unsubscribe On Enter — stop tracking the domain when the first actor enters the domain.
  • Fire Enter On Subscribe — if an actor is inside the domain when you start tracking the domain, the On Enter pin is triggered.
  • On Subscribe Exit — triggered after the start of tracking, even if unsuccessful.
  • On Enter — triggered when an actor with one of the domain tags enters the domain.
  • On Already Inside — triggered when an actor is already inside the domain when you start tracking the domain.
  • On Leave — triggered when an actor with one of the domain tags leaves the domain.
  • Domain, Object — the domain actor and the actor that entered the domain.

On Tick

Triggers the next connected node every tick (frame).

Use with caution, the node consumes a lot of resources.

On Tick Every Frame Counter

Triggers the next connected node every tick (frame) for the specified amount of ticks (frames).

On Timeline Tick (without restart on activate)

On every tick, returns the value of the function defined by a spline.

  • Timeline Events — a list of events that will be triggered when X reaches specified values.
  • TimeScale — the speed at which the X value of the function changes (how often the On Tick pin is triggered). If TimeScale is 20, the X value changes every 20th tick. If TimeScale is 0.5, the X value changes 2 times in one tick.

Delay

Holds off the execution of the script for the specified time (in seconds).

Schedule

Triggers the next node every Period seconds with the specified delay for the first trigger.

Use with caution, the node consumes a lot of resources.

Do Once

The execution flow can only pass through the Do Once node once: after that, the node blocks the execution flow unless reset. For example, a Force Build node can only build a building once. If you want to trigger the Force Build node when the player enters some domain, you need to do so using the Do Once node: the player can enter the domain multiple times, but the Force Build node will only be triggered once.

If

Branches the script based on a boolean value. You can set the initial state of the boolean value by checking/unchecking the Condition pin checkbox.

Get First Tagged Actor

Returns the first actor found in the scene that has the specified tag:

If there is more than one actor with the specified tag, the first actor with the specified tag will be returned.

Get Tagged Actors

Returns all the actors that have the specified tag. You can iterate over the actors using the Actor For Each node:

Force Build

Restores (builds) the building represented by a prefab with _plan_ in the name. Triggers a corresponding animation.

Draw debug message

Draws a debug message in the top left corner of the screen for the specified amount of time. The message will always be displayed as a single string. If two debug messages are active at the same time, only one will be shown.

Show Radio Message

Show a radio message for the player. You can add a voice-over sound: one of the built-in voiceovers or your own voice-over created as an external sound.

On Camera State Changed

Triggers the next node when the state of the camera changes.

Set Behavior Phys System

Changes the behavior of a physical object:

  • Default — the object is fully physical, all forces apply to the object as intended.
  • Static — the object is not affected by physics at all, its collision layers are turned off.
  • Keyframed — used for animated objects (e.g., objects following a spline). The object has an almost infinite weight: it pushes off any object in its path, trying to follow the animation as close as possible. The object's collision layers are turned on.

Show/Hide Quest Object

Shows/hides a quest object (an instance of a prefab with _quest_ in the name).

Create Truck

Creates a truck at the given coordinates.

  • Truck name — the type of truck.
  • Owner objective — (Optional) The objective that requires the player to use this truck (for example, Reach Location). The truck will be disposed of after the objective is complete.
  • Place Truck Directly By Locator — if selected, the truck will be placed exactly at the locator (this may lead to bugs if there is no free space). Otherwise, the engine will try to find the closest empty space for the truck.

The typical way of passing coordinates to the Create Truck node is to create a tagged recovery_locator_private object and get its coordinates using Get First Tagged Actor + Get Actor Trasform3d nodes:

SetLockWinchState

Disables/enables the winch points of the specified actor.

  • IsLocked — if selected (True), the winch points will be disabled.
    See also: Play Sound node in the Sound section.

Play Sound

Plays a sound using an actor with a SoundEmitter property.

  • <OWNER> — the default value of the Actor pin. If the blueprint scenario is attached to an object, the node logic will use this object as an actor.

Is Raining / Is Sandstorming

Returns the current state of the weather (True/False). The value is updated continuously.

On Rain / On Sandstorm

Triggers the next node when the rain/sandstorm begins/stops.

Rain power / Sandstorm power

Returns the power of the rain/sandstorm (from 0 to 1).

Get Sun Angle

Returns the angle at which the sun currently sits (from 0 to 1.4 in radians). Can be used to roughly determine the time of the day.