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Flow

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FLOW

- Player Iterator

The Player Iterator can be used to perform actions on all players in the map.


INPUTS
Start Iteration
Start iterating.


OUTPUTS
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.


- Team Iterator

The Team Iterator can be used to perform actions on all teams in the map.


INPUTS
Start Iteration
Start iterating.


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.


INPUTS
Start Iteration
Start iterating.


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.


INPUTS
Test
Compare the LHS integer to the RHS integer. Any outputs will send a signal depending on the result.


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.


INPUTS
Test Numbers
Compare the LHS number to the RHS number. Any outputs will send a signal depending on the result.


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.


INPUTS
Test Strings
Compare the LHS string to the RHS string. Any outputs will send a signal depending on the result.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


INPUTS
Signal
Signal the object. The signal contains an activator.


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.


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.


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.


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.


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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

INPUTS

None

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.

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.
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.