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Lumberyard
Legacy Reference

Vehicle 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 vehicle behavior and related settings.

Note

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

Attachment node

Used to control vehicle entity attachments.

Inputs

Port Type Description
Attachment String Attachment to add
EntityId Any ID of the entity to use
Attach Any Attaches the item
Detach Any Detaches the item

ChangeSeat node

Used to move a character from one seat to another one. Only works if the character is already inside a vehicle.

Inputs

Port Type Description
Sync Any Triggers the seat change
Seat Integer Seat to change to

Outputs

Port Type Description
Succeed Any Seat change succeeded
Fail Any Seat change failed

ChaseTarget node

Used to follow or navigate along the specified path while attempting to establish line of sight or fire with the specified target.

Inputs

Port Type Description
Sync Any Triggers the chase
Cancel Any Cancels the chase
Path Name String Name of the path to follow
Max speed of the vehicle Float Maximum speed of the vehicle
Min Distance Float Minimum chase distance to the target
Max Distance Float Minimum chase distance to the target
Target Any ID of the target to chase
Force Integer Force execution method

Outputs

Port Type Description
Fail Any Chase failed

Damage node

Used to handle vehicle damage.

Inputs

Port Type Description
HitTrigger Any Triggers that causes the vehicle to sustain damage
HitValue Float Amount of damage the vehicle will sustain
HitPosition Vec3 Position at which the vehicle will sustain the hit
HitRadius Float Radius of the hit
Indestructible Boolean Value of true sets the vehicle to be indestructible
HitType String Type of damage
HitComponent String Vehicle component that will receive the hit

Outputs

Port Type Description
Damaged Float Amount of damage sustained by the vehicle
Destroyed Boolean True if vehicle was destroyed
Hit Float Hit value sustained by the vehicle

Destroy node

Used to destroy the vehicle.

Inputs

Port Type Description
Destroy Any Trigger to destroy the vehicle

Enter node

Used to make an AI agent sit in a specified seat of a specified vehicle.

Inputs

Port Type Description
Sync Any Activates the node
Cancel Any Cancels the operation
VehicleId Any ID of the vehicle
Seat Integer Seat to sit on
Fast Boolean Skip approach and enter vehicle
Force Integer Force execution method

Outputs

Port Type Description
Done Any Action completed
Succeed Any Action was successful
Fail Any Action failed

FollowPath node

Used to follow the path speed stance action.

Inputs

Port Type Description
Sync Any Activates the node
Cancel Any Cancels execution
PathFindToStart Boolean Whether to find the start of the path
Reverse Boolean Reverses the path direction
StartNearest Boolean Starts the path at the nearest point on path
Loops Integer Number of times to loop around the path
Path Name String Name of the path
Speed (m/s) Float Speed in meters/second
Force Integer Force execution method

Outputs

Port Type Description
Done Any Action completed
Succeed Any Action was successful
Fail Any Action failed

GetSeatHelper node

Used to gets the helper position of a seat for entering the vehicle.

Inputs

Port Type Description
Sync Any Get helper position
Seat Integer Seat to be entered

Outputs

Port Type Description
Pos Vec3 Position of seat helper
Dir Vec3 Direction of seat helper

Handbrake node

Used to toggle the vehicle handbrake. Currently only supported for the ArcadeWheeled movement type.

Inputs

Port Type Description
Activate Any Activates the vehicle handbrake
Deactivate Any Deactivates the vehicle handbrake
ResetTimer Float Resets the timer

Honk node

Use to control a vehicle's horn.

Inputs

Port Type Description
Trigger Any Activates the vehicle horn
Duration Float Duration in seconds of the horn

Lights node

Used to control a vehicle's lights.

Inputs

Port Type Description
LightType String Type of vehicle light
Activate Any Activates vehicle lights
Deactivate Any Deactivates vehicle lights

Lock node

Used to lock or unlock all seats of a vehicle.

Inputs

Port Type Description
Lock Any Locks the vehicle
Unlock Any Unlocks the vehicle
LockType Integer Type of vehicle lock

MoveActionMult node

Used to add multipliers to a vehicle's movement actions.

Inputs

Port Type Description
EnableTrigger Any Activates the node
DisableTrigger Any Deactivates the node
PowerMult Float Vehicle engine power multiplier
RotatePitch Float Vehicle pitch rotation multiplier
RotateYaw Float Vehicle yaw rotation multiplier
PowerMustBePositive Boolean True if power multiplication is positive (increase)

Movement node

Used to control vehicle movement.

Inputs

Port Type Description
WarmUpEngineTrigger Boolean Warms up vehicle engine
ZeroMass Any Vehicle has zero mass
RestoreMass Any Restores vehicle mass

MovementParams node

Used to modify vehicle movement parameters.

Inputs

Port Type Description
Trigger Any Activates the node
MaxSpeedFactor Float Maximum vehicle speed factor
AccelerationFactor Float Maximum vehicle acceleration factor

Passenger node

Used to manage vehicle passengers.

Inputs

Port Type Description
ActorInTrigger Any Forces actor to get into vehicle if a seat is available
ActorOutTrigger Any Forces actor to get out of the vehicle
ActorId Any ID of the action
SeatId Integer ID of the seat

Outputs

Port Type Description
ActorIn Any Triggered if any actor got into vehicle
ActorOut Any Triggered if any actor got out of vehicle

Seat node

Used to manage vehicle seats.

Inputs

Port Type Description
Seat Integer ID of seat
SeatName String Name of seat
IsDriverSeat Boolean True is driver seat
Lock Any Locks the vehicle
Unlock Any Unlocks the vehicle
LockType Integer Type of vehicle lock

Outputs

Port Type Description
SeatId Integer ID of seat
PassengerId Integer ID of passenger

StickPath node

Used to follow the specified path to the end and sticking to the optional target, either continuously or as a one-off event.

Inputs

Port Type Description
Sync Any Activates the node
Cancel Any Cancels execution
Path Name String Name of path
Continuous Boolean Whether vehicle can continue to follow the path or stops once it reaches the targer
CanReverse Boolean Whether vehicle is allowed to drive in reverse to follow target or path
Max speed of the vehicle Float Maximum speed of the vehicle
Min Distance Float Minimum stick distance to the target
Max Distance Float Maximum stick distance to the target
Target Any ID of target to stick to when following the path
Force Integer Force execution method

Outputs

Port Type Description
Done Any Action completed
Succeed Any Action was successful
Fail Any Action failed
Close Any Close to destination

Turret node

Use to control the vehicle turret.

Inputs

Port Type Description
Trigger Any Activates vehicle turret
SeatId Integer ID of seat
AimAngles Vec3 Turret aiming angle
AimPos Vec3 Turret target location

Unload node

Use to unloads vehicle, ejecting specified passengers.

Inputs

Port Type Description
Sync Any Triggers the action
Cancel Any Cancels execution
Seat Integer Seat to eject passenger from

Outputs

Port Type Description
Done Any Action completed
Succeed Any Action succeeded
Fail Any Action failed