Lumberyard
Legacy Reference

Actor Nodes

Flow Graph is deprecated and will be removed in a future version of Lumberyard. Learn about Script Canvas, Lumberyard's new visual scripting environment.

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn about the latest features, see the Amazon Lumberyard User Guide.

You can use the following flow graph nodes to configure various actor behaviors and settings.

Note

These nodes will only work with the Legacy Game Sample (CryEngine GameSDK), which is available at Lumberyard Downloads.

Damage node

Used to damage the chosen entity using the Damage input value when the Trigger input is activated.

Inputs

Port Type Description
Trigger Any Activates the node
Damage Integer Type of damage to inflict
DamageRelative Integer Level of relative damage
Position Vec3 Location where the damage occurs

EnslaveCharacter node

Used to enslave one character to another character.

Inputs

Port Type Description
Enslave Any Enslaves the character
Unenslave Any Frees the character
Slave Any Character to enslave
ScopeContext String Context of the scope
DB String Optional database name

Outputs

Port Type Description
Success Any Tigger for successful enslaving
Failed Any Trigger for failed enslaving

GrabObject node

Used by the chosen entity to grab an object, then to drop or throw the object.

Inputs

Port Type Description
objectId Any ID of the object to grab
grab Any Grabs the object
drop Any Drops the object
throw Boolean Throws the object

Outputs

Port Type Description
success Boolean True if the object was successfully dropped or thrown
grabbedObjId Any ID of the grabbed object

HealthCheck node

Used to check the health of the chosen actor entity. When the node is triggered the health of the entity is checked and if it is within the defined MinHealth and MaxHealth values, a True will be output on the InRange port.

Inputs

Port Type Description
Trigger Any Activates the port
MinHealth Float Lower limit of health range
MaxHealth Float Upper limit of health range

Outputs

Port Type Description
InRange Boolean True if health is between the MinHealth and MaxHealth values

HealthGet node

Used to get the health of an actor entity.

Inputs

Port Type Description
Trigger Any Activate this port to get the current health of the chosen entity

Outputs

Port Type Description
Health Integer Current health of the chosen entity

HealthSet node

Used to set the health of the actor entity.

Inputs

Port Type Description
Trigger Any Activate this port to set the current health of the chosen entity
Value Float Health value to the set for the chosen entity

Outputs

Port Type Description
Health Integer Current health of the chosen entity

LocalPlayer node

Used to update and output the ID of the local player entity.

Inputs

Port Type Description
update Any Updates the ID of the local player entity; required for multiplayer games

Outputs

Port Type Description
entityId Any Outputs the ID of the local player entity

PlayMannequinFragment node

Used to play a Mannequin fragment for the chosen entity with the specified Mannequin tags.

Inputs

Port Type Description
Play Any Plays the fragment
Fragment String Name of the fragment
Tags String List of "+"-separated Mannequin tags
Priority Integer Priority number
Pause Any Pauses the entity actionController
Resume Any Resumes the entity actionController
ForceFinishLastQueued Any Finishes the last queued action

Outputs

Port Type Description
Success Any Trigger for successful fragment command
Failed Any Trigger for failed fragment command

ProcClipEventListener node

Used to listen for a procedural clip event.

Inputs

Port Type Description
Start Any Start listening for the procedural clip event
Stop Any Stop listening for the procedural clip event
Filter String Name of the filter used

Outputs

Port Type Description
Event String Outputs the procedural clip event