This node handles all position related manipulations of the owner entity. All position information of the target entity can be read from the output ports.
Unlike the Entiy:GetPos node the output ports of this node are triggered whenever one of the target entities properties changes. It is not possible to manually trigger the Entity:EntityPos node.
In this example the position output port is used with a Vec3:AddVec3 node to perform a simple vector operation.
Port Description
integer "entityId" |
Used when changing the attached entity dynamically. Displays the name of the node. |
vector "pos" |
Entity will be set to the position entered here. |
vector "rotate" |
Entity will be set to the rotation entered here. |
vector "scale" |
Entity will be scaled to the scale entered here. |
Outputs |
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vector "pos" |
Position of the entity is output on this port. |
vector "rotate" |
Rotation of the entity is output on this port. |
vector "scale" |
Scale of the entity is output on this port. |
vector "fwdDir" |
Direction of the Y axis of the entity is output on this port. |
vector "rightDir" |
Direction of the X axis of the entity is output on this port. |
vector "upDir" |
Direction of the Z axis of the entity is output on this port. |
This node outputs the id, name, class and archetype of the target node when triggered. 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 Entity:EntityInfo node is compared to a string using a String:Compare.
Port Description
integer "entityId" |
Used when changing the attached entity dynamically. Displays the name of the node. |
any "Get" |
Used to trigger the output ports |
Outputs |
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integer "Id" |
Id of the entity is output on this port. |
string "Name" |
Name of the entity is output on this port. |
string "Class" |
Class of the entity is output on this port. |
string "Archetype" |
Archetype class of the entity is output on this port. |
The Entiy:EntityId node outputs the entity id of the target entity. The node does not need to be triggered since the entity id never changes.
The entity id is used to define the target of the Movement:MoveEntityTo node in this example.
Port Description
integer "entityId" |
Used when changing the attached entity dynamically. Displays the name of the node. |
Outputs |
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vector "Id" |
The entity id is output on this port. |
The Entity:BeamEntity node is 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. In contrary to the Movement:MoveEntityTo this node performs the position change instantly, instead over time.
An entity is beamed to the position of a tag point.
Port Description
integer "entityId" |
Used when changing the attached entity dynamically. Displays the name of the node. |
any "Beam" |
The Beam port start the repositioning of the entity. |
vec3 "Position" |
The position the the entity will be beamed to. |
vec3 "Rotation" |
This rotation will be set when the entity is beamed. |
vec3 "Scale" |
This scale will be set when the entity is beamed. |
Outputs |
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any "Done" |
An output on this port is triggered when the entity has been beamed. |
The Entity:EntitiesInRange node 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.
The positions of the player and a tag point are being compared and a positive output is triggered when they are within then range of one meter.
Port Description
integer "entityId" |
Used when changing the attached entity dynamically. Displays the name of the node. |
any "Trigger" |
The Trigger port starts the distance check. |
integer "Entity1" |
The id of the first entity to be compared is input on this port. |
integer "Entity2" |
The id of the second entity to be compared is input on this port. |
float "Range" |
The distance to be checked for. |
Outputs |
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bool "InRange" |
This Boolean port outputs true if the entities are in range and false if they are not in range. |
any "True" |
This output port is triggered if the result of the distance check is true. |
any "False" |
This output port is triggered if the result of the distance check is f. |
This node attaches another entity to its target entity. The child entity will be linked to the target entity until the link is removed.
The child entity defined in the Child input port is attached to the target entity.
Port Description
integer "entityId" |
Used when changing the attached entity dynamically. Displays the name of the node. |
any "Attach" |
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integer "Child" |
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bool "KeepTransform" |
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bool "DisablePhysics" |
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Outputs: |
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NA |
- |
The functionality of this node is similar to the Entiy: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 Entiy:GetPos should be used instead of the Entiy:EntityPos node which continuously outputs on all ports when any position value changes.
In this example the position output port is used with a Vec3:AddVec3 node to perform a simple vector operation.
Port Description
integer "entityId" |
Used when changing the attached entity dynamically. Displays the name of the node. |
any "Get" |
Used to trigger all output ports. |
Outputs |
|
vector "Pos" |
Position of the entity is output on this port. |
vector "Rotate" |
Rotation of the entity is output on this port. |
vector "Scale" |
Scale of the entity is output on this port. |
vector "FwdDir" |
Direction of the Y axis of the entity is output on this port. |
vector "RightDir" |
Direction of the X axis of the entity is output on this port. |
vector "UpDir" |
Direction of the Z axis of the entity is output on this port. |
The Entity:BroadcastEvent node is 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.
In this example the Entity:BroadcastEvent node is used to send a Kill event to all entities which have the string ‘Enemy_’ in their name.
Port Description
integer "entityId" |
Used when changing the attached entity dynamically. Displays the name of the node. |
any "send" |
This port sends out the event to the target entities. |
string "event" |
The event name is defined here. |
string "name" |
The string input here defines which entities will get event. |
Outputs |
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NA |
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The Entity:DetachThis node is used to detach entities from its parent entity. Usually the Entity:AttachChild node has been used before to link the target entity to another entity. The node has to 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.
First "MyEntity_1" is attached to "MyEntity_2" using the Entity:AttachChild node. The ID of the child entity is defined using the Entity:EntityId node. Five seconds later the Entity:DetachThis node is used to detach it again from its parent.
Port Description
integer "entityId" |
Used when changing the attached entity dynamically. Displays the name of the node. |
any "Detach" |
Detaches the target entity from its parent. |
bool "KeepTransform" |
When checked the entity will keep it transformation. |
bool "EnablePhysics" |
Re-enabled physic on the entity when detached. |
Outputs |
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NA |
- |