void CFlowNode_AISequenceAction_ApproachAndEnterVehicle::GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputPortConfig[] = { InputPortConfig_Void("Start"), InputPortConfig<EntityId>("VehicleId", _HELP("Vehicle to be entered")), InputPortConfig<int>("SeatNumber", _HELP("Seat to be entered"), _HELP("Seat"), _UICONFIG("enum_int:None=0,Driver=1,Gunner=2,Seat03=3,Seat04=4,Seat05=5,Seat06=6,Seath07=7,Seat08=8,Seat09=9,Seat10=10,Seat11=11")), InputPortConfig<int>("Speed", _HELP("Speed to approach the vehicle with"), NULL, _UICONFIG("enum_int:Walk=0,Run=1,Sprint=2")), InputPortConfig<int>("Stance", _HELP("Stance while approaching the vehicle"), NULL, _UICONFIG("enum_int:Relaxed=0,Alert=1,Combat=2")), InputPortConfig<bool>("Fast", _HELP("skip approaching and entering animation")), { 0 } }; static const SOutputPortConfig outputPortConfig[] = { OutputPortConfig_Void("Done"), { 0 } }; config.pInputPorts = inputPortConfig; config.pOutputPorts = outputPortConfig; config.sDescription = _HELP("Allows the AI agent to move to the specified vehicle and to then enter the specified seat"); config.nFlags |= EFLN_TARGET_ENTITY | EFLN_AISEQUENCE_ACTION; config.SetCategory(EFLN_APPROVED); }
void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void( "Set", _HELP("" )), InputPortConfig_Void( "Get", _HELP("" )), InputPortConfig<string>( "AmmoType", _HELP("Select Ammo type" ), _HELP(""), _UICONFIG("enum_global:ammos")), InputPortConfig<int>( "AmountCount", _HELP("Select amount to add/set" ), _HELP("")), InputPortConfig<bool>( "Add", _HELP("Add or Set the ammo count" ), _HELP("")), {0} }; static const SOutputPortConfig out_ports[] = { OutputPortConfig<int>("MagazineAmmo", _HELP("")), OutputPortConfig<int>("InventoryAmmo", _HELP("")), OutputPortConfig<int>("TotalAmmo", _HELP("")), {0} }; config.sDescription = _HELP("Add a specified amount of ammo, of a specified ammo type to the inventory."); config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig<int> ("FadeGroup", 0, _HELP("Fade Group [0-3]"), 0, _UICONFIG("enum_int:0=0,1=1,2=2,3=3")), InputPortConfig_Void("FadeIn", _HELP("Fade back from the specified color back to normal screen")), InputPortConfig_Void("FadeOut", _HELP("Fade the screen to the specified color")), InputPortConfig<bool> ("UseCurColor", true, _HELP("If checked, use the current color as Source color. Otherwise use [FadeColor] as Source color and Target color.")), InputPortConfig<float>("FadeInTime", 2.0f, _HELP("Duration of fade in")), InputPortConfig<float>("FadeOutTime", 2.0f, _HELP("Duration of fade out")), InputPortConfig<Vec3> ("color_FadeColor", _HELP("Target Color to fade to")), InputPortConfig<string> ("tex_TextureName", _HELP("Texture Name")), InputPortConfig<bool> ("UpdateAlways", false, _HELP("If checked, the Fader will be updated always, otherwise only if game is not paused.")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig_Void("FadedIn", _HELP("FadedIn")), OutputPortConfig_Void("FadedOut", _HELP("FadedOut")), OutputPortConfig<Vec3> ("CurColor", _HELP("Current Faded Color")), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Controls Screen Fading."); config.SetCategory(EFLN_ADVANCED); }
virtual bool GetCustomConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { ADD_BASE_INPUTS(), InputPortConfig<int>("Type", 0, _HELP("Type of entity to iterate"), 0, _UICONFIG(ENTITY_TYPE_ENUM)), InputPortConfig<Vec3>("Center", _HELP("Center point of sphere")), InputPortConfig<float>("Range", 0.f, _HELP("Range i.e., radius of sphere - Distance from center to check for entities")), {0} }; static const SOutputPortConfig outputs[] = { ADD_BASE_OUTPUTS(), {0} }; // Fill in configuration config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Finds and returns all entities that are inside the defined sphere"); config.SetCategory(EFLN_APPROVED); return true; }
virtual bool GetCustomConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { ADD_BASE_INPUTS(), InputPortConfig<int>("Type", 0, _HELP("Type of entity to iterate"), 0, _UICONFIG(ENTITY_TYPE_ENUM)), InputPortConfig<Vec3>("Min", _HELP("AABB min")), InputPortConfig<Vec3>("Max", _HELP("AABB max")), {0} }; static const SOutputPortConfig outputs[] = { ADD_BASE_OUTPUTS(), {0} }; // Fill in configuration config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Finds and returns all entities that are inside the defined AABB"); config.SetCategory(EFLN_APPROVED); return true; }
// -------------------------------------------------------------- void CFlashUIToArrayNode::GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void( "Set", "Set this array"), InputPortConfig<int>( "Count", 4, _HELP("Number of elements for this array"), 0, _UICONFIG( "enum_int:1,2,3,4" )), InputPortConfig_AnyType( "Val1", "First value" ), InputPortConfig_AnyType( "Val2", "Second value" ), InputPortConfig_AnyType( "Val3", "Third value" ), InputPortConfig_AnyType( "Val4", "Fourth value" ), InputPortConfig_Void( 0 ), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig_Void( "OnSet", "On Set this array" ), OutputPortConfig<string>( "Array", UIARGS_DEFAULT_DELIMITER_NAME " separated list" ), {0} }; config.pInputPorts = in_config; config.pOutputPorts = out_config; config.sDescription = "Create an UI Array"; config.SetCategory(EFLN_APPROVED); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig inputs[] = { InputPortConfig_Void ( "Trigger", _HELP("Trigger this port to give/take ammo and clips")), InputPortConfig<string>( "Weapon", _HELP("Weapon name"), 0, _UICONFIG("enum_global:weapon") ), InputPortConfig<string>( "AmmoType", _HELP("Ammo name"), 0, _UICONFIG("enum_global_ref:ammo_%s:weapon") ), InputPortConfig<int> ( "AmmoCount", _HELP("Ammo amount to give/take")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig<int>("outAmmo", _HELP("Returns the amount of ammo after adding ammo." )), {0} }; config.sDescription = "Give or Take ammo to/from local player. Weapon and AmmoType must match [e.g. \"SOCOM\" and \"bullet\"]"; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.SetCategory(EFLN_APPROVED); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void ( "Activate", _HELP("Trigger to activate. This sets a permanent silhouette (until removed), overwriting automated ones." )), InputPortConfig_Void ( "Deactivate", _HELP("Trigger to deactivate" )), InputPortConfig<Vec3> ( "Color", Vec3(1.0f,0.0f,0.0f), _HELP("Color"), 0, _UICONFIG("dt=clr")), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_ports; config.sDescription = _HELP("HUD Silhouette Shader"); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void("Check", _HELP("Check if level is of given type")), InputPortConfig<string>("Type","", _HELP("type you want to check against"), 0, _UICONFIG("enum_global:level_types")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig<bool>( "Result", _HELP("Result") ), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Check if a level is of given type"); config.SetCategory(EFLN_APPROVED); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void("Set", _HELP("Sets the material on the ocean")), InputPortConfig<string>("Material", _HELP("Material of choice to be set"), 0, _UICONFIG("dt=mat")), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig_Void("Success", _HELP("Triggered when successfully finished")), OutputPortConfig_Void("Failed", _HELP("Triggered when something went wrong")), {0} }; config.pInputPorts = in_config; config.pOutputPorts = out_config; config.sDescription = _HELP("Set the ocean material"); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void( "Trigger",_HELP("Trigger to give the achievement") ), InputPortConfig<int>( "Achievement",0, _HELP("The achievement to trigger"), _HELP("Achievement"), _UICONFIG("enum_string:Tutorial=0,JailBreak_WelcomeToTheJungle=1,Fields=2,Canyon=3,Swamp=4,River=5,Island=6,Cave=7,Fields_CanYouHearMe=24,JailBreak_WhoNeedsRockets=25,Canyon_WhiteRider=26,River_RoadKiller=27,Islands_PingPong=28,TheImproviser=32") ), InputPortConfig_Void( "LevelComplete", _HELP("Trigger this at the end of each level"), _HELP("LevelComplete") ), {0} }; static const SOutputPortConfig out_config[] = { {0} }; config.sDescription = _HELP( "Triggers an achievement/trophy for the local player" ); config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void ("Add", _HELP("Trigger to add mode")), InputPortConfig_Void ("Remove", _HELP("Trigger to remove mode")), InputPortConfig_Void ("SetDefect", _HELP("Trigger to set mode defect")), InputPortConfig_Void ("Repair", _HELP("Trigger to repair mode")), InputPortConfig<int> ("Mode", 0, _HELP("Mode to add/remove"), 0, _UICONFIG("enum_int:Speed=0,Armor=1,Strength=2,Cloak=3")), {0} }; static const SOutputPortConfig outputs[] = { {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("NanoSuit ModeControl"); config.SetCategory(EFLN_WIP); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void ( "Trigger", _HELP("show debug informations on screen") ), InputPortConfig<float> ( "Size", 1.5f, _HELP("font size")), InputPortConfig<string>( "vehicleParts_Parts", _HELP("select vehicle parts"), 0, _UICONFIG("ref_entity=entityId") ), {0} }; static const SOutputPortConfig out_config[] = { {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_DEBUG); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void("Enable", _HELP("Enable reporting")), InputPortConfig_Void("Disable", _HELP("Disable reporting")), InputPortConfig<int>("Key", 0, _HELP("XBoxOne controller key"), NULL, _UICONFIG(XBoxAnalogEnum)), InputPortConfig<bool>("NonDevMode", false, _HELP("If set to true, can be used in Non-Devmode as well [Debugging backdoor]")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig<float>("ChangedX", _HELP("Called when analog changes in X (trigger info sent out here as well)")), OutputPortConfig<float>("ChangedY", _HELP("Called when analog changes in Y")), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Get analog input from XBox 360 controller. Note: Expensive! Note2: entity input is used in multiplayer"); config.SetCategory(EFLN_DEBUG); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void("Enable", _HELP("Enable reporting")), InputPortConfig_Void("Disable", _HELP("Disable reporting")), InputPortConfig<int>("Key", 0, _HELP("XBoxOne controller key"), NULL, _UICONFIG(XBoxKeyEnum)), InputPortConfig<bool>("NonDevMode", false, _HELP("If set to true, can be used in Non-Devmode as well [Debugging backdoor]")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig_Void("Pressed", _HELP("Called when key is pressed")), OutputPortConfig_Void("Released", _HELP("Called when key is released")), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Get input from XBox 360 controller. EntityInput is used in multiplayer"); config.SetCategory(EFLN_DEBUG); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void("FireEvent", _HELP("Fire system event")), InputPortConfig<int> ("EventType", 0, _HELP("Type of event"), 0, _UICONFIG("enum_int:LEVELGAMEPLAYSTART=0")), {0} }; static const SOutputPortConfig out_ports[] = { OutputPortConfig_Void( "FiredEvent", _HELP("Triggers when event is fired")), {0} }; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.sDescription = _HELP("Fires system event"); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void ("Link", _HELP("Link the Player to Target Entity")), InputPortConfig_Void ("Unlink", _HELP("Unlink the Player (from any Entity)")), InputPortConfig<EntityId> ("Target", _HELP("Target Entity Id") ), InputPortConfig<int> ("DrawPlayer", 0, _HELP("Draw the Player"), 0, _UICONFIG("enum_int:NoChange=0,Hide=-1,Show=1") ), InputPortConfig<bool> ("KeepTransfromDetach", true, _HELP("Keep Transformation on Detach")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig_Void ("Linked", _HELP("Trigger if Linked")), OutputPortConfig_Void ("Unlinked", _HELP("Trigger if Unlinked")), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Linking the Player to an Entity (with FreeLook)"); config.SetCategory(EFLN_APPROVED); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void( "Attach", _HELP("Trigger to attach accessory on the Actor's weapon" )), InputPortConfig_Void( "Detach", _HELP("Trigger to detach accessory from the Actor's weapon" )), InputPortConfig<string>( "Weapon", _HELP("Name of weapon the accessory should be attached/detached"), 0, _UICONFIG("enum_global:weapon")), InputPortConfig<string>( "Accessory", _HELP("Name of accessory"), 0, _UICONFIG("enum_global:item")), {0} }; static const SOutputPortConfig out_ports[] = { OutputPortConfig_Void( "Attached", _HELP("Triggered if accessory was attached.")), OutputPortConfig_Void( "Detached", _HELP("Triggered if accessory was detached.")), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.sDescription = _HELP("Attach/Detach [Accessory] from Actor's weapon [Weapon]. Both must be in the Inventory."); config.SetCategory(EFLN_WIP); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void("Enable", _HELP("Enable mouse button info")), InputPortConfig_Void("Disable", _HELP("Disable mouse button info")), InputPortConfig<int>("RayType", 0, _HELP("What should cause a ray hit?"), "All", _UICONFIG("enum_int: All=0, Terrain=1, Rigid=2, Static=3, Water=4, Living=5")), InputPortConfig<int>("EntitiesToIgnore", _HELP("Container with Entities to ignore during raycast")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig<Vec3>("HitPos", _HELP("The int represents the mouse button that was pressed")), OutputPortConfig<Vec3>("HitNormal", _HELP("The int represents the mouse button that was released")), OutputPortConfig<EntityId>("EntityId", _HELP("Entity that got hit by raycast")), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Mouse ray information"); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void ( "Trigger", _HELP("Trigger to start shaking")), InputPortConfig<int> ( "Restrict", ER_None, _HELP("Restriction"), 0, _UICONFIG("enum_int:None=0,NoVehicle=1,InVehicle=2")), InputPortConfig<int> ( "View", VT_FirstPerson, _HELP("Which view to use. FirstPerson or Current (might be Trackview)."), 0, _UICONFIG("enum_int:FirstPerson=0,Current=1")), InputPortConfig<bool> ( "GroundOnly", false, _HELP("Apply shake only when the player is standing on the ground")), InputPortConfig<Vec3> ( "Angle", Vec3(ZERO), _HELP("Shake Angles")), InputPortConfig<Vec3> ( "Shift", Vec3(ZERO), _HELP("Shake shifting")), InputPortConfig<float>( "Duration", 1.0f, _HELP("Duration")), InputPortConfig<float>( "Frequency", 10.0f, _HELP("Frequency. Can be changed dynamically."), 0, _UICONFIG("v_min=1,v_max=100")), InputPortConfig<float>( "Randomness", 0.1f, _HELP("Randomness")), InputPortConfig<float>( "Distance", 0.0f, _HELP("Distance to effect source")), InputPortConfig<float>( "RangeMin", 0.0f, _HELP("Maximum strength effect range")), InputPortConfig<float>( "RangeMax", 30.0f, _HELP("Effect range")), // InputPortConfig<bool> ( "Flip", true, _HELP("Flip")), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.sDescription = _HELP("Camera View Shake node"); config.pInputPorts = in_config; config.pOutputPorts = 0; config.SetCategory(EFLN_OBSOLETE); }
virtual bool GetCustomConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { ADD_BASE_INPUTS(), InputPortConfig<int>("Type", 0, _HELP("Type of entity to iterate"), 0, _UICONFIG(ENTITY_TYPE_ENUM)), InputPortConfig<string>("Area", _HELP("Name of area shape"), 0, 0), {0} }; static const SOutputPortConfig outputs[] = { ADD_BASE_OUTPUTS(), {0} }; // Fill in configuration config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Finds and returns all entities that are inside the area shape with the given name"); config.SetCategory(EFLN_APPROVED); return true; }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_AnyType("DisplayDialog",_HELP("Displays a dialog")), InputPortConfig_AnyType("CancelDialog",_HELP("Cancels the current dialog")), InputPortConfig<int>( "Type", 0, _HELP("Dialog Type"), 0, _UICONFIG( "enum_int:WaitDialog=0,WarningDialog=1,ErrorDialog=2,AcceptDeclineDialog=3,ConfirmDialog=4,OkayDialog=5,InputDialog=5" ) ), InputPortConfig<string>("Title", _HELP("Dialog title")), InputPortConfig<string>("Message", _HELP("Dialog message")), InputPortConfig<string>("Param", _HELP("Special param (e.g. for input dialog)")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig_AnyType("OnShow", _HELP("Triggers on Show")), OutputPortConfig<int>("OnResult", _HELP("Returns once the dialog returns: 0=Yes/Ok/Confirm, 1=No/Cancel/Decline, 2=Canceled by system")), OutputPortConfig<string>("Param", _HELP("Special param (e.g. for input dialog)")), {0} }; config.sDescription = _HELP("This node displays a dialog"); config.pInputPorts = inputs; config.pOutputPorts = outputs; config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig inp_config[] = { InputPortConfig<int>("FilterAI", 0, _HELP("Filter which AIs are used for the alertness value."), _HELP("FilterAI"),_UICONFIG("enum_int:All=0,Enemies=1,Friends=2,Faction=3")), InputPortConfig<string>("Faction", "", _HELP("Only used when 'FilterAI' input is set to 'Faction'. )."), 0, "enum_global:Faction"), InputPortConfig<bool>("Enabled", true, _HELP("To enable/disable the node.")), InputPortConfig_Void("Check", _HELP("instant check.")), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig<int>("alertness", "0 - green\n1 - orange\n2 - red"), OutputPortConfig_Void("green"), OutputPortConfig_Void("orange"), OutputPortConfig_Void("red"), {0} }; config.sDescription = _HELP( "The highest level of alertness of the specified AIs" ); config.pInputPorts = inp_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_APPROVED); }
// --------------------------------------------------------------- void CFlashUIBaseNodeDynPorts::AddCheckPorts(const SUIEventDesc::SEvtParams &eventDesc, std::vector<SInputPortConfig> &ports) { m_enumStr = "enum_int:<TriggerAlways>=-1"; int idx = 0; for (TUIParams::const_iterator iter = eventDesc.Params.begin(); iter != eventDesc.Params.end(); ++iter, ++idx) { m_enumStr += ","; m_enumStr += iter->sDisplayName; m_enumStr += "="; m_enumStr += idx; } ports.push_back( InputPortConfig<int>( "Port", -1, _HELP("If a port is selected, the node will only trigger if the selected \"Port\" has \"Idx\" value"), 0, _UICONFIG(m_enumStr.c_str()))); ports.push_back( InputPortConfig<string>( "Idx", "Value that is compated with current value of output on selected \"Port\"" )); }
virtual void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig inputs[] = { InputPortConfig_Void( "Open", _HELP( "Open / Start paused (call Resume)" ) ), InputPortConfig_Void( "Close", _HELP( "Close / Stop" ) ), InputPortConfig<string>( "file_File", "", _HELP( "videofile (set on Open)" ), "sFile", _UICONFIG( "" ) ), InputPortConfig<string>( "sound_Sound", "", _HELP( "soundfile/event (set on Open)" ), "sSound", _UICONFIG( "" ) ), InputPortConfig<bool>( "Loop", true, _HELP( "loops the video (set on Open)" ), "bLoop" ), InputPortConfig<bool>( "Skippable", false, _HELP( "Can this video be skipped by the user" ), "bSkippable" ), InputPortConfig<bool>( "BlockGame", false, _HELP( "Block Game while this video is playing" ), "bBlockGame" ), InputPortConfig<float>( "StartAt", 0.0, _HELP( "start [sec]" ), "fStartAt" ), InputPortConfig<float>( "EndAfter", 0.0, _HELP( "end/loop [sec]" ), "fEndAfter" ), InputPortConfig<int>( "CustomWidth", -1, _HELP( "custom render width [px]" ), "nCustomWidth" ), InputPortConfig<int>( "CustomHeight", -1, _HELP( "custom render height [px]" ), "nCustomHeight" ), InputPortConfig<int>( "TimeSource", int( VTS_Default ), _HELP( "timesource to sync to" ), "nTimeSource", _UICONFIG( "enum_int:Game=1,Sound=2,System=4,SoundOrGame=3,SoundOrSystem=6" ) ), InputPortConfig<int>( "DropMode", int( VDM_Default ), _HELP( "dropmode to use for sync" ), "nDropMode", _UICONFIG( "enum_int:None=0,Drop=1,Seek=2,DropOutput=4,DropOrSeek=3,DropOutputOrSeek=6" ) ), InputPortConfig<float>( "Speed", 1.0, _HELP( "play speed" ), "fSpeed" ), InputPortConfig_Void( "Resume", _HELP( "Resume" ) ), InputPortConfig_Void( "Pause", _HELP( "Pause" ) ), InputPortConfig_Void( "Seek", _HELP( "seeks to position" ) ), InputPortConfig<float>( "PositionI", 0.0, _HELP( "position for seek [sec]" ), "fPosition" ), InputPortConfig_Null(), }; static const SOutputPortConfig outputs[] = { OutputPortConfig<int>( "VideoID", _HELP( "id for further use" ), "nVideoID" ), OutputPortConfig<bool>( "Playing", _HELP( "currently playing" ), "bPlaying" ), OutputPortConfig<float>( "PositionO", _HELP( "position [sec]" ), "fPosition" ), OutputPortConfig_Void( "OnStart", _HELP( "start/loop begin reached" ) ), OutputPortConfig_Void( "OnEnd", _HELP( "End reached" ) ), OutputPortConfig<float>( "Duration", _HELP( "duration [sec]" ), "fDuration" ), OutputPortConfig<float>( "FPS", _HELP( "frames per second" ), "fFPS" ), OutputPortConfig<int>( "Width", _HELP( "decoder width [px]" ), "nWidth" ), OutputPortConfig<int>( "Height", _HELP( "decoder height [px]" ), "nHeight" ), OutputPortConfig_Null(), }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP( PLUGIN_CONSOLE_PREFIX "Videosource WebM" ); config.SetCategory( EFLN_APPROVED ); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void( "Check", _HELP("Trigger this port to check if Actor's current weapon is zoomed" )), InputPortConfig<string>( "Weapon", _HELP("Name of Weapon to check. Empty=All."), 0, _UICONFIG("enum_global:weapon")), {0} }; static const SOutputPortConfig out_ports[] = { OutputPortConfig_Void( "False", _HELP("Triggered if weapon is not zoomed.")), OutputPortConfig_Void( "True", _HELP("Triggered if weapon is zoomed.")), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.sDescription = _HELP("Checks if target actor's current weapon is zoomed."); config.SetCategory(EFLN_WIP); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void( "Check", _HELP("Trigger this port to check for accessory on the Actor's current weapon" )), InputPortConfig<string>( "Accessory", _HELP("Name of accessory to check for."), 0, _UICONFIG("enum_global:item")), {0} }; static const SOutputPortConfig out_ports[] = { OutputPortConfig_Void( "False", _HELP("Triggered if accessory is not attached.")), OutputPortConfig_Void( "True", _HELP("Triggered if accessory is attached.")), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.sDescription = _HELP("Checks if target actor's current weapon has [Accessory] attached."); config.SetCategory(EFLN_WIP); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig<string>( "Weapon", _HELP("Restrict listening on this weapon. Empty=Listen for all"), 0, _UICONFIG("enum_global:weapon") ), InputPortConfig<string>( "Item", _HELP("Restrict listening for this accessory. Empty=Listen for all"), 0, _UICONFIG("enum_global:item_givable") ), {0} }; static const SOutputPortConfig out_ports[] = { OutputPortConfig<string>( "Weapon", _HELP("Weapon name on Accessory change")), OutputPortConfig<string>( "AccessoryAdded", _HELP("Accessory was added. Accessory Name will be outputted.")), OutputPortConfig<string>( "AccessoryRemoved", _HELP("Accessory was removed. Accessory Name will be outputted.")), {0} }; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.sDescription = _HELP("Listens for the Player's accessory changes"); config.SetCategory(EFLN_WIP); }
void CFlowNode_SimulateInput::GetConfiguration(SFlowNodeConfig &config) { static const SInputPortConfig in_ports[] = { InputPortConfig<string>("ActionInput", _HELP("Action input to trigger"), _HELP("Action"), _UICONFIG("enum_global:input_actions")), InputPortConfig_Void("Press", _HELP("Simulate press")), InputPortConfig_Void("Hold", _HELP("Simulate hold event")), InputPortConfig_Void("Release", _HELP("Simulate relase")), InputPortConfig<float>("Value", 0.0f, _HELP("Value between 0 and 1")), {0} }; static const SOutputPortConfig out_ports[] = { OutputPortConfig_Void("Pressed", _HELP("Pressed")), OutputPortConfig_Void("Held", _HELP("Held")), OutputPortConfig_Void("Released", _HELP("Released")), {0} }; config.sDescription = _HELP("Simulate player actions input"); config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.SetCategory(EFLN_DEBUG); }
virtual void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_config[] = { InputPortConfig_AnyType("In"), InputPortConfig_Void("Reset", _HELP("Reset (counter starts from 0 again)") ), InputPortConfig<int>("Limit", 1, _HELP("How many times 'in' triggered values are sent to the output. After this number is reached, the output will not be triggered again (unless a reset is called)"), 0, _UICONFIG("v_min=1,v_max=1000000000") ), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig_AnyType("Out", _HELP("Output the value sent to 'in'")), {0} }; config.sDescription = _HELP("The value triggered into 'in' is sent to 'out' a maximum number of times"); config.pInputPorts = in_config; config.pOutputPorts = out_config; config.nFlags |= EFLN_AISEQUENCE_SUPPORTED; config.SetCategory(EFLN_APPROVED); }