Lumberyard
Legacy Reference

AISequence 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 these flow graph nodes to configure AI sequence behaviors and settings. All AI sequence nodes must be executed with the AISequence:Start node.

Note

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

Animation node

Used to make an AI agent move to a specific location and play an animation.

Inputs

Port Type Description
Start Any Starts the animation
Stop Any Stops the animation
Animation String Name of the animation
DestinationEntity Any Destination to move to
Position Vec3 Position to move to
Direction Vec3 Direction to move along
Speed Integer Speed of movement
Stance Integer Stance of the agent while moving
OneShot Boolean True for a one-shot animation, false for a looping animation
StartRadius Float Start radius
DirectionTolerance Float Direction tolerance
LoopDuration Float Duration of the looping animation; ignored for a one-shot animation

Outputs

Port Type Description
Done Any Outputs when the animation has completed

ApproachAndEnterVehicle node

Used to make an AI agent approach and then enter a vehicle.

Inputs

Port Type Description
Start Any Allows the AI agent to move to, and enter the specified vehicle
VehicleID Any Vehicle to be entered
Seat Integer Seat to be entered
Speed Integer Speed at which the AI agent approaches the vehicle
Stance Integer Stance of the agent when approaching the vehicle
Fast Boolean Skips the approaching animation

Outputs

Port Type Description
Done Any

Output when the AI agent has completed entering the vehicle

Bookmark node

Used to define a bookmark in a sequence of AI actions from which the sequence will resume after being interrupted.

Input

Port Type Description
Set Any Sets a bookmark for the AI sequence from which to resume from

Outputs

Port Type Description
Link Any Link to other nodes

End node

Used to define the end of a sequence of AI actions. This frees the AI agent to resume typical behaviors.

Inputs

Port Type Description
End Any Triggers when the AI sequence ends

Outputs

Port Type Description
Done Any Output when the AI sequence has ended

HoldFormation node

Use to create a formation to have an AI agent hold to.

Inputs

Port Type Description
Start Any Start formation hold
FormationName String Name of the formation

Outputs

Port Type Description
Done Any Triggers when the formation is complete

JoinFormation node

Use to have an AI agent join a formation.

Inputs

Port Type Description
Start Any Start formation join
LeaderId Any ID of the leader

Outputs

Port Type Description
Done Any Triggers when formation join is complete

Move node

Use to command an AI agent to move to a location.

Inputs

Port Type Description
Start Any Start movement
Speed Integer Movement speed
Stance Integer Stance of the agent while moving
DestinationEntity Any Destination entity to move to
Position Vec3 Position to move to
Direction Vec3 Direction to move along
EndDistance Float End distance to move to

Outputs

Port Type Description
Done Any Triggers when movement is complete

MoveAlongPath node

Use to have an AI agent move along a path.

Inputs

Port Type Description
Start Any Begins AI agent movement
Speed Integer Speed of the agent
Stance Integer Stance of the agent while following the path
PathName String Name of the path the agent follows

Outputs

Port Type Description
Done Any Triggers when the agent has completed the path

Shoot node

Use to make an AI agent shoot at an entity or a location for a specified length of time.

Inputs

Port Type Description
Start Any Starts the AI agent shooting
TargetEntity Any Entity the agent shoots at
TargetPosition Vec3 Position the agent shoots at
Duration Float Length of shooting time

Outputs

Port Type Description
Done Any Triggers when shooting is finished

Stance node

Use to control the stance of an AI agent.

Inputs

Port Type Description
Start Any Starts the stance
Stance Integer Name of the AI agent stance

Outputs

Port Type Description
Done Any Triggers when the stance is complete

Start node

Use to define the start of an AI sequence of actions. All AI sequence nodes must be executed using this node.

Inputs

Port Type Description
Start Any Starts the AI sequence
Interruptible Boolean Automatically stops the agent when not in the Idle state.
ResumeAfterInterruption Boolean When the Idle state ends, AI sequence automatically resumes from the start or from the agent's bookmark ID

Outputs

Port Typed Description
Link Any Link to other nodes

VehicleRotateTurret node

Use to rotate a vehicle turret to an aiming position.

Inputs

Port Type Description
Start Any Starts turret rotation
AimPos Vec3 Position that the turret aims a
ThresholdPitch Float Pitch angle threshold at which the output port is triggered; must be used with the ThresholdYaw port
ThresholdYaw Float Yaw angle threshold at which the output port is triggered; must be used with the ThresholdPitch port

Outputs

Port Type Description
Done Any Starts turret rotation

Wait node

Used to make the AI agent wait for a specified length of time.

Inputs

Port Type Description
Start Any Start waiting
Time Float Duration to wait for

Outputs

Port Type Description
Done Any Triggers when wait is finished