Due to the recent resurgence of spam, we have temporarily disabled user creation and page editing/creation as we resolve the issue.

Difference between revisions of "Flow"

From Snapwiki
Jump to: navigation, search
m
 
(6 intermediate revisions by 2 users not shown)
Line 1: Line 1:
== FLOW ==
+
* Flow
 
+
** [[Player Iterator]]
 
+
** [[Team Iterator]]
 
+
** [[AI Iterator]]
 
+
** [[Integer Compare]]
 
+
** [[Number Compare]]
 
+
** [[String Compare]]
----
+
** [[Gate]]
 
+
** [[Count]]
 
+
** [[Timer]]
'''''Player Iterator'''''
+
** [[Delay]]
 
+
** [[Repeater]]
The Player Iterator can be used to perform actions on all players in the map.
+
** [[Relay]]
 
+
** [[Random Relay]]
 
+
** [[Sequencer]]
{| class="wikitable" style="width: 60%;"
+
** [[Switch]]
!'''INPUTS'''
+
* [[Variables]]
|}
+
** [[Player Resource]]
 
+
** [[Team Resource]]
;Start Iteration: Start iterating.
+
** [[Integer]]
 
+
** [[Number]]
 
+
** [[String]]
{| class="wikitable" style="width: 60%;"
+
** [[Boolean]]
!'''OUTPUTS'''
+
** [[Color]]
|}
+
** [[Cached Object]]
 
+
** [[Custom Event]]
;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.
+
*  [[Filters]]
 
+
** [[Custom Filter]]
 
+
 
+
 
+
 
+
 
+
----
+
 
+
 
+
'''''Team Iterator'''''
+
 
+
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.
+

Latest revision as of 2016-10-19T15:23:01