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);
}
示例#2
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	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);
	}
示例#3
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	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);
	}
示例#4
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	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;
	}
示例#5
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	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;
	}
示例#6
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// --------------------------------------------------------------
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);

}
示例#7
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	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);
	}
示例#8
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	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);
	}
示例#11
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	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);
	}
示例#12
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	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);
	}
示例#14
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 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);
 }
示例#15
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 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);
 }
示例#16
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	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);
	}
示例#18
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	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);
	}
示例#20
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	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);
	}
示例#21
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	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;
	}
示例#22
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	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);
	}
示例#23
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	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);
	}
示例#24
0
// ---------------------------------------------------------------
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 );
            }
示例#26
0
	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);
	}
示例#27
0
	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);
	}
示例#28
0
	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);
	}
示例#29
0
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);
}
示例#30
0
	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);
	}