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− | == FLOW ==
| + | * Flow |
− | | + | ** [[Player Iterator]] |
− | | + | ** [[Team Iterator]] |
− | | + | ** [[AI Iterator]] |
− | -
| + | ** [[Integer Compare]] |
− | '''''Player Iterator'''''
| + | ** [[Number Compare]] |
− | | + | ** [[String Compare]] |
− | The Player Iterator can be used to perform actions on all players in the map.
| + | ** [[Gate]] |
− | | + | ** [[Count]] |
− | | + | ** [[Timer]] |
− | {| class="wikitable" style="width: 60%;"
| + | ** [[Delay]] |
− | !'''INPUTS'''
| + | ** [[Repeater]] |
− | |}
| + | ** [[Relay]] |
− | | + | ** [[Random Relay]] |
− | ;Start Iteration: Start iterating.
| + | ** [[Sequencer]] |
− | | + | ** [[Switch]] |
− | | + | * [[Variables]] |
− | {| class="wikitable" style="width: 60%;"
| + | ** [[Player Resource]] |
− | !'''OUTPUTS'''
| + | ** [[Team Resource]] |
− | |}
| + | ** [[Integer]] |
− | | + | ** [[Number]] |
− | ;For Each Player: When started, the Player Iterator will send a signal once for each player in the map. The activator is the player being iterated over.
| + | ** [[String]] |
− | | + | ** [[Boolean]] |
− | | + | ** [[Color]] |
− | | + | ** [[Cached Object]] |
− | -
| + | ** [[Custom Event]] |
− | '''''Team Iterator'''''
| + | * [[Filters]] |
− | | + | ** [[Custom Filter]] |
− | The Team Iterator can be used to perform actions on all teams in the map.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Start Iteration: Start iterating.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;For Each Team: When started, the Team Iterator will send a signal once for each team in the map. The activator is the team being iterated over.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''AI Iterator'''''
| + | |
− | | + | |
− | The AI Iterator can be used to perform actions on all AI in the map.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Start Iteration: Start iterating.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;For Each AI: When started, the AI Iterator will send a signal once for each AI in the map. The activator is the AI being iterated over.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Integer Compare'''''
| + | |
− | | + | |
− | Compare two integers and signal outputs based on the results.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Test: Compare the LHS integer to the RHS integer. Any outputs will send a signal depending on the result.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Less Than (Integer): When tested, if the LHS integer is less than the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;Greater Than (Integer): When tested, if the LHS integer is greater than the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;At Most (Integer): When tested, if the LHS integer is less than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;At Least (Integer): When tested, if the LHS integer is greater than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;Equal (Integer): When tested, if the LHS integer is equal to the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;Not Equal (Integer): When tested, if the LHS integer is not equal to the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Number Compare'''''
| + | |
− | | + | |
− | Compare two numbers and signal outputs based on the results.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Test Numbers: Compare the LHS number to the RHS number. Any outputs will send a signal depending on the result.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Less Than (Number): When tested, if the LHS number is less than the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;Greater Than (Number): When tested, if the LHS number is greater than the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;At Most (Number): When tested, if the LHS number is less than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;At Least (Number): When tested, if the LHS number is greater than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;Equal (Number): When tested, if the LHS number is equal to the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;Not Equal (Number): When tested, if the LHS number is not equal to the RHS, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''String Compare'''''
| + | |
− | | + | |
− | Compare two strings and signal outputs based on the results.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Test Strings: Compare the LHS string to the RHS string. Any outputs will send a signal depending on the result.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Equal (String): When tested, if the LHS string is the same as the RHS string, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;Not Equal (String): When tested, if the LHS string is not the same as the RHS string, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;Contains: When tested, if the LHS string contains the RHS string, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Gate'''''
| + | |
− | | + | |
− | The Gate can perform logical operations on Boolean inputs.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Test Gate: Compare Boolean A to Boolean B. Any outputs will send a signal depending on the result.
| + | |
− | ;Set A: Set the first Boolean value as specified in the input's properties.
| + | |
− | ;Set B: Set the second Boolean value as specified in the input's properties.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;AND: When tested, if both A and B are true, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;NAND: When tested, if A and B are not both true, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;OR: When tested, if A or B is true, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;NOR: When tested, if neither A nor B are true, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;XOR: When tested, if only one of A or B is true, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;XNOR: When tested, if A and B are both true or both false, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Count'''''
| + | |
− | | + | |
− | A counter that can signal its outputs when the specified max count is reached.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Add (Count): Increase the Counter by the amount specified in the input's properties.
| + | |
− | ;Subtract (Count): Decrease the Counter by the amount specified in the input's properties.
| + | |
− | ;Set (Count): Set the Counter to the value specified in the input's properties.
| + | |
− | ;Reset Count: Reset the Counter to its default value.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Count Reached: If the counter has reached the max count when the value changes, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;On Count Not Reached: If the counter has not reached the max count when the value changes, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Timer'''''
| + | |
− | | + | |
− | A Timer will signal its outputs after waiting for the specified number of seconds.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Start Timer: Start the Timer.
| + | |
− | ;Finish Timer: Skip the Timer straight to the end.
| + | |
− | ;Stop Timer: Stop the Timer.
| + | |
− | ;Pause: Pause the Timer. The current value will be saved.
| + | |
− | ;Reset Timer: Reset the Timer to its duration.
| + | |
− | ;Set Duration: Set the duration of the Timer. This does not reset a running timer.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | On Timer Finished: When the Timer has finished, send a signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Delay'''''
| + | |
− | | + | |
− | The Delay will hold a signal for a short time before sending it down the logic chain.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Signal: Signal the object. The signal contains an activator.
| + | |
− | ;Set Delay: Set the duration, in seconds, of the delay as specified in the input's properties.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Signaled: When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Repeater'''''
| + | |
− | | + | |
− | The Repeater object will signal its outputs over and over again a given number of times or infinitely.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Start Repeater: Start the Repeater.
| + | |
− | ;Stop Repeater: Stop the Repeater.
| + | |
− | ;Toggle Repeater: If the Repeater is stopped, it will start. If the Repeater is started, it will stop.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Signaled: When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Relay'''''
| + | |
− | | + | |
− | A Relay will pass along any input signal to all of its outputs.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Signal: Signal the object. The signal contains an activator.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Signaled: When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Random Relay'''''
| + | |
− | | + | |
− | A Random Relay will signal one of its outputs at random.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Signal: Signal the object. The signal contains an activator.
| + | |
− | ;Reset Signaled Outputs: Reset signaled outputs to allow the Random Relay to reuse any previously signaled outputs.
| + | |
− | ;Set Signal Count: Change the number of outputs to be signaled for each input signal.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Random Relay Signaled: When the Random Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Sequencer'''''
| + | |
− | | + | |
− | A Sequencer will signal its outputs in a specified order. The default order is the order in which outputs are connected.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Signal: Signal the object. The signal contains an activator.
| + | |
− | ;Reset Sequencer: Reset the Sequencer to its initial settings.
| + | |
− | ;Change Index: Select the next output. The index is specified in the input's properties.
| + | |
− | | + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Sequencer Signaled: When the Sequencer receives a Signal input, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | == VARIABLES ==
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Player Resource'''''
| + | |
− | | + | |
− | A variable that represents a custom Player Resource type. It can be set to a whole number.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Spend: Spend the resource value specified in the input's properties. Fails if there are insufficient resources. Expects a player as an activator.
| + | |
− | ;Set (Player Resource):Set the Player Resource to the value specified in the input's properties. Expects a player as an activator.
| + | |
− | ;Add (Player Resource): Increase the Player Resource by the amount specified in the input's properties. Expects a player as an activator.
| + | |
− | ;Subtract (Player Resource): Decrease the Player Resource by the amount specified in the input's properties. Expects a player as an activator.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
| + | |
− | ;On Spend Player Resource Succeeded: When an attempt to spend a Player Resource succeeds, send a signal. The activator is unchanged from the input Spend signal.
| + | |
− | ;On Spend Player Resource Failed: When an attempt to spend a Player Resource fails, send a signal. The activator is unchanged from the input Spend signal.
| + | |
− | ;On Spend Player Resource Attempted: When an attempt to spend a Player Resource is made, send a signal. The activator is unchanged from the input Spend signal.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Team Resource'''''
| + | |
− | | + | |
− | A variable that represents a custom Team Resource type. It can be set to a whole number.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Spend: Spend the resource value specified in the input's properties. Fails if there are insufficient resources. Expects a player as an activator.
| + | |
− | ;Set (Team Resource): Set the activator's Team Resource to the value specified in the input's properties. Expects an object an activator.
| + | |
− | ;Add (Team Resource): Increase the activator's Team Resource by the amount specified in the input's properties. Expects an object an activator.
| + | |
− | ;Subtract (Team Resource): Decrease the activator's Team Resource by the amount specified in the input's properties. Expects an object an activator.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
| + | |
− | ;On Spend Team Resource Succeeded: When an attempt to spend a Team Resource succeeds, send a signal. The activator is unchanged from the input Spend signal.
| + | |
− | ;On Spend Team Resource Failed: When an attempt to spend a Team Resource fails, send a signal. The activator is unchanged from the input Spend signal.
| + | |
− | ;On Spend Team Resource Attempted: When an attempt to spend a Team Resource is made, send a signal. The activator is unchanged from the input Spend signal.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Integer'''''
| + | |
− | | + | |
− | An Integer variable can be set to a whole number and used to control certain properties on other objects.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Set (Integer): Set the Integer to the value specified in the input's properties.
| + | |
− | ;Add (Integer): Increase the Integer by the amount specified in the input's properties.
| + | |
− | ;Subtract (Integer): Decrease the Integer by the amount specified in the input's properties.
| + | |
− | ;Multiply (Integer): Set the Integer to the product of its current value and the value specified in the input's properties.
| + | |
− | ;Divide (Integer): Set the Integer to the quotient from dividing the current value by the value specified in the input's properties.
| + | |
− | ;Modulo (Integer): Set the Integer to the remainder after dividing the current value by the value specified in the input's properties.
| + | |
− | ;Min (Integer): Set the Integer to the value specified in the input's properties if it is less than the current value.
| + | |
− | ;Max (Integer): Set the Integer to the value specified in the input's properties if it is greater than the current value.
| + | |
− | ;Random (Integer): Set the Integer to a random value between the allowed minimum and maximum.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Number'''''
| + | |
− | | + | |
− | A Number variable can be set to a number with decimal places and used to control certain properties on other objects.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Set (Number): Set the Number to the value specified in the input's properties.
| + | |
− | ;Add (Number): Increase the Number by the amount specified in the input's properties.
| + | |
− | ;Subtract (Number): Decrease the Number by the amount specified in the input's properties.
| + | |
− | ;Multiply (Number): Set the Number to the product of its current value and the value specified in the input's properties.
| + | |
− | ;Divide (Number): Set the Number to the quotient from dividing the current value by the value specified in the input's properties.
| + | |
− | ;Modulo (Number): Set the Number to the remainder after dividing the current value by the value specified in the input's properties.
| + | |
− | ;Min (Number): Set the Number to the value specified in the input's properties if it is less than the current value.
| + | |
− | ;Max (Number): Set the Number to the value specified in the input's properties if it is greater than the current value.
| + | |
− | ;Random (Number): Set the Number to a random value between the allowed minimum and maximum.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''String'''''
| + | |
− | | + | |
− | A String variable can be set to a text string and used to control certain properties on other objects.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Build: Combine Integer, Number, Boolean or String variables into one String.
| + | |
− | ;Set (String): Set the String to the value specified in the input's properties.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Boolean'''''
| + | |
− | | + | |
− | A Boolean variable can be set to true or false and used to control certain properties on other objects.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Test Boolean: Check the value of the Boolean. Any outputs will send a signal depending on the result.
| + | |
− | ;Set True: Set the Boolean value to true.
| + | |
− | ;Set False: Set the Boolean value to false.
| + | |
− | ;Toggle: Toggle the Boolean value.
| + | |
− | ;Set (Boolean): Set the Boolean to the value specified in the input's properties.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
| + | |
− | ;On Tested True: When tested, if the Boolean value is true, send the signal. The activator is unchanged from the input signal.
| + | |
− | ;On Tested False: When tested, if the Boolean value is false, send the signal. The activator is unchanged from the input signal.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Color'''''
| + | |
− | | + | |
− | A Color variable can be set to a specific RGB value and used to control certain properties on other objects.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Set (Color): Set the Color to the value specified in the input's properties.
| + | |
− | ;Set Red: Set the red color component to the value specified in the input's properties.
| + | |
− | ;Set Green: Set the green color component to the value specified in the input's properties.
| + | |
− | ;Set Blue: Set the blue color component to the value specified in the input's properties.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
| + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Custom Filter'''''
| + | |
− | | + | |
− | Add filters to the Custom Filter to define the who, what and where. Use the Custom Filter by name or place it between an output and an input.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | None
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | None (Add Filter implicit)
| + | |
− | | + | |
− | | + | |
− | | + | |
− | -
| + | |
− | '''''Cached Object'''''
| + | |
− | | + | |
− | A Cached Object variable will store away an object, allowing the stored object to be referenced later in a logic chain.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''INPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;Set (Cached Object): Set the Cached Object to the activator. This allows you to store the activator for future use.
| + | |
− | ;Get: Get the currently held value in the Cached Object. Used with the On Get output.
| + | |
− | ;Clear (Cached Object): Clear the currently held value in the Cached Object.
| + | |
− | | + | |
− | {| class="wikitable" style="width: 60%;"
| + | |
− | !'''OUTPUTS'''
| + | |
− | |}
| + | |
− | | + | |
− | ;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
| + | |
− | ;On Get: When the Cached Object receives a Get input, send a signal. The object held in the Cached Object is the activator.
| + | |