virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig<float>( "Read",_HELP("Read the camera angles (Roll,Pitch,Yaw)") ), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig_AnyType("Done", _HELP("The selected operation has been acknoledge. This output will always get triggered.") ), OutputPortConfig_AnyType("Roll", _HELP("Camera Roll.") ), OutputPortConfig_AnyType("Pitch", _HELP("Camera Pitch;") ), OutputPortConfig_AnyType("Yaw", _HELP("Camera Yaw;") ), {0} }; config.sDescription = _HELP( "Various VR-specific utils" ); config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig &config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void("Trigger", _HELP("Trigger this port to check health")), InputPortConfig<float>("MinHealth", 0.0f, _HELP("Lower limit of range")), InputPortConfig<float>("MaxHealth", 100.0f, _HELP("Upper limit of range")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig<bool>("InRange", _HELP("True if Health is in range, False otherwise")), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.nFlags |= EFLN_TARGET_ENTITY; config.sDescription = _HELP("Check if health of entity (actor) is in range [MinHealth, MaxHealth]"); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig in_config[] = { InputPortConfig<SFlowSystemVoid>("Draw", _HELP("Trigger to draw the Cone")), InputPortConfig<Vec3>("Pos", _HELP("Centre position of Cone")), InputPortConfig<Vec3>("Dir", _HELP("Direction of Cone")), InputPortConfig<float>("Radius", _HELP("Radius of Cone base")), InputPortConfig<float>("Height", _HELP("Height of Cone")), InputPortConfig<Vec3>("Color", _HELP("Color of the Cone")), InputPortConfig<float>("Time", _HELP("Time Cone should be drawn for")), {0} }; config.sDescription = _HELP("Draws a cone for debugging purposes"); config.pInputPorts = in_config; config.SetCategory(EFLN_DEBUG); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig in_config[] = { InputPortConfig<SFlowSystemVoid>("Draw", _HELP("Trigger to draw the Line")), InputPortConfig<Vec3>("Pos1", _HELP("Start position of Line")), InputPortConfig<Vec3>("Pos2", _HELP("End position of Line")), InputPortConfig<Vec3>("Dir", _HELP("Direction of Line")), InputPortConfig<float>("Length", _HELP("Length of Line")), InputPortConfig<Vec3>("Color", _HELP("Color of the Line")), InputPortConfig<float>("Time", _HELP("Time Line should be drawn for")), {0} }; config.sDescription = _HELP("Draws a line for debugging purposes. Use either Pos1, Dir and Length or Pos1 and Pos2"); config.pInputPorts = in_config; config.SetCategory(EFLN_DEBUG); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void("Poll", _HELP("Poll if user is host")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig_Void ("Host", _HELP("Triggers if sending succeeded")), OutputPortConfig_Void ("Client", _HELP("Triggers if sending failed")), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("check if this user is host or client for xbox one live"); config.SetCategory(EFLN_ADVANCED); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void( "Trigger", _HELP("Trigger to restore Player's Inventory." )), {0} }; static const SOutputPortConfig out_ports[] = { OutputPortConfig_Void("Done", _HELP("Triggered when done." )), {0} }; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.SetCategory(EFLN_ADVANCED); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void( "GetGameType", _HELP("Activate this to retrigger relevent outputs")), {0} }; static const SOutputPortConfig out_ports[] = { OutputPortConfig_Void( "DeathMatch", _HELP("Triggered on level load if DeathMatch game")), OutputPortConfig<string>("GameRulesName", _HELP("Outputs the current game rules name")), {0} }; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.sDescription = _HELP("MP GameTypeNode"); config.SetCategory(EFLN_APPROVED); }
//------------------------------------------------------------------------------------------------------ void CFlashUIAdvanceNode::GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { CreateElementsPort(), CreateInstanceIdPort(), InputPortConfig_Void( "Advance", "Advance the flash player" ), InputPortConfig<float>( "Delta", 0, "Delta time for advance"), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig_Void( "onAdvance", "Triggered when advance was called" ), {0} }; config.sDescription = "Node to advance a UIElement"; config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory( EFLN_APPROVED ); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void( "Get", _HELP("Activate this to retrigger relevent outputs")), InputPortConfig_Null() }; static const SOutputPortConfig out_ports[] = { OutputPortConfig_Void( "True", _HELP("Triggered if Multiplayer game")), OutputPortConfig_Void( "False", _HELP("Triggered if it is a Singleplayer game")), OutputPortConfig_Null() }; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.sDescription = _HELP("IsMultiplayer node"); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig &config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void ("update", _HELP("Retriggers the entity id. Required for multiplayer")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig<EntityId>("entityId1", _HELP("Player 1")), OutputPortConfig<EntityId>("entityId2", _HELP("Player 2")), OutputPortConfig<EntityId>("entityId3", _HELP("Player 3")), OutputPortConfig<EntityId>("entityId4", _HELP("Player 4")), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Outputs the players entity id.."); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void ("Open", _HELP("Trigger to open")), InputPortConfig_Void ("Close", _HELP("Trigger to close")), InputPortConfig_Void ("Remove", _HELP("Trigger to remove")), InputPortConfig_Void ("FreeFall", _HELP("Trigger to force Player into FreeFall state")), {0} }; static const SOutputPortConfig outputs[] = { {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Parachute ModeControl"); config.SetCategory(EFLN_WIP); }
virtual void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig inputs[] = { InputPortConfig_Void ( "Get", _HELP("Get minimap info") ), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig_Void ( "OnGet", _HELP( "Tirggers of port <Get> is activeated" ) ), OutputPortConfig<string>( "MapFile", _HELP( "Name of minimap dds file" ) ), OutputPortConfig<int> ( "Width", _HELP( "Minimap width" ) ), OutputPortConfig<int> ( "Height", _HELP( "Minimap height" ) ), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP( "Info about minimap" ); config.SetCategory( EFLN_ADVANCED ); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig<Vec3>( "Destination",_HELP("Destination") ), InputPortConfig<float>( "Time",_HELP("Duration in seconds") ), InputPortConfig<bool>( "Trigger",_HELP("Starts the rotation when triggered") ), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig<Vec3>("Current",_HELP("Current Rotation")), OutputPortConfig<bool>("Done", _HELP("Goes to TRUE when the destination is reached")), {0} }; config.sDescription = _HELP( "Rotates between two angles during a defined period of time" ); config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_OBSOLETE); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void( "Succeed", _HELP("Start path ends here and succeed path begins") ), InputPortConfig_Void( "SucceedWait", _HELP("Optional path that can be triggered after Succeed") ), InputPortConfig_Void( "SucceedWaitComplete", _HELP("Triggered when SucceedWait state is complete") ), InputPortConfig_Void( "Abort", _HELP("Abort path begins") ), InputPortConfig_Void( "EndSuccess", _HELP("Action ends in success") ), InputPortConfig_Void( "EndFailure", _HELP("Action ends in failure") ), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_config; config.pOutputPorts = NULL; config.sDescription = _HELP( "This node is the end point for all the paths in the Custom Action" ); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig<float>( "period",_HELP("Tick period in seconds") ), InputPortConfig<int>( "min",_HELP("Minimal timer output value") ), InputPortConfig<int>( "max",_HELP("Maximal timer output value") ), InputPortConfig<bool>( "paused",_HELP("Timer will be paused when set to true") ), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig<int>("out"), {0} }; config.sDescription = _HELP( "Timer node will output count from min to max, ticking at the specified period of time" ); config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_Void("Show", _HELP("Show mouse cursor")), InputPortConfig_Void("Hide", _HELP("Hide the mouse cursor")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig_Void("Done", _HELP("Done")), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Node to show or hide the mouse cursor"); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_AnyType("IsEnabled", _HELP("Is Kinect Speech Recognition Enabled?")), InputPortConfig_AnyType("IsGrammarInitialised", _HELP("Are Kinect Grammar(s) properly loaded and initialised?")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig_Void("True", _HELP("True")), OutputPortConfig_Void("False", _HELP("False")), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Queries the availability of Kinect Speech Recognition and its grammars (Xbox One)"); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { static const SInputPortConfig inputs[] = { InputPortConfig_AnyType("Enable", _HELP("Enables the node")), InputPortConfig_AnyType("Disable", _HELP("Disables the node")), InputPortConfig<string>("CommandID", _HELP("Voice command ID to listen for (Xbox One) - This is the TAG filed of the item in the GRXML file")), {0} }; static const SOutputPortConfig outputs[] = { OutputPortConfig_Void("Active", _HELP("The selected voice command has been triggered (Xbox One)")), {0} }; config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("Listener for Kinect Voice Commands (Xbox One)"); config.SetCategory(EFLN_APPROVED); }
//-------------------------------------------------------------------------------------------- void CSetEquipmentLoadoutNode::GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void( "Set", "Sets the equipment loadout (only for MP)" ), InputPortConfig<int>( "pack", "which pack" ), {0} }; static const SOutputPortConfig out_config[] = { {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_config; config.pOutputPorts = out_config; config.sDescription = "MP only: set an equipmentloadout for the local player"; config.SetCategory(EFLN_APPROVED); }
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); }
virtual void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_config[] = { InputPortConfig_AnyType("In", _HELP("Input")), InputPortConfig<bool> ( "Closed", false, _HELP("If true blocks [In] data. Otherwise passes [In] to [Out]")), InputPortConfig_Void ( "Open", _HELP("Sets [Closed] to false.")), InputPortConfig_Void ( "Close", _HELP("Sets [Closed] to true.")), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig_AnyType("Out", _HELP("Output")), {0} }; config.sDescription = _HELP("If closed, blocks [In] signals, otherwise passes them to [Out]"); config.pInputPorts = in_config; config.pOutputPorts = out_config; config.nFlags |= EFLN_AISEQUENCE_SUPPORTED; config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void ( "Enable",_HELP("Trigger to enable the node") ), InputPortConfig<bool> ( "DelayResult", false, _HELP("Prevents scan from completing normally (Must use Entity:TacticalScanCurrentControl)" )), InputPortConfig_Void ( "Disable",_HELP("Trigger to disable the node") ), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig_Void ( "OnEvent", _HELP("Triggered when event with specified entity occurs")), OutputPortConfig<EntityId>("EntityId", _HELP("ID of the entity that just completed being scanned") ), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.sDescription = _HELP( "Gets the Id of the entity that just completed (But before success or failure) being tactical scanned" ); config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_config[] = { InputPortConfig<bool>( "condition", _HELP("Setting this input to TRUE sends the sleeping condition of the entity to the [sleeping] port, and triggers [sleep] and [awake]") ), InputPortConfig<bool>( "reset", _HELP("Triggering this input to TRUE resets the node") ), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig<bool>( "sleeping", _HELP("Set to TRUE when the physics of the entity are sleeping (passes the value through)") ), OutputPortConfig<SFlowSystemVoid>( "sleep", _HELP("Triggers to TRUE when the physics of the entity switch to sleep") ), OutputPortConfig<SFlowSystemVoid>( "awake", _HELP("Triggers to TRUE when the physics of the entity switch to awake") ), {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_config; config.pOutputPorts = out_config; config.sDescription = _HELP("Node that returns the sleeping state of the physics of a given entity."); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_config[] = { InputPortConfig<string>("Name", _HELP("Name of the attribute as provided in the XMLs")), InputPortConfig_Void("Get", _HELP("Retrieve the current value, outputted in 'Val'")), InputPortConfig_AnyType("Set", _HELP("Set a new value for the attribute, input the value in this port")), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig_AnyType("Val"), OutputPortConfig_Void("Error"), {0} }; config.sDescription = _HELP("Set or Get profile attributes. \n the available attributes can be found in \\Libs\\Config\\Profiles\\default\\attributes.xml and \\Scripts\\Network\\OnlineAttributes.xml. \n The online attributes require OnlineAttributes to be loaded first - see PlayerProfile:OnlineAttributes"); config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void( "Start",_HELP("Trigger to start measuring") ), InputPortConfig_Void( "Stop", _HELP("Trigger to stop measuring") ), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig_Void( "Started", _HELP("Triggered on Start") ), OutputPortConfig_Void( "Stopped", _HELP("Triggered on Stop") ), OutputPortConfig<float>("Elapsed", _HELP("Elapsed time in seconds") ), {0} }; config.sDescription = _HELP( "Node to measure elapsed time." ); 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<float> ("basetime", 0.0f, _HELP("Set base time in seconds. All values output will be relative to this time.")), InputPortConfig<float> ("period", 0.0f, _HELP("Set period of the timer in seconds. Timer will reset each time after reaching this value.")), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig<int>("secs"), OutputPortConfig<int>("msecs"), OutputPortConfig<bool>("period"), {0} }; config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_APPROVED); }
void GetConfiguration( SFlowNodeConfig& config ) { static const SInputPortConfig in_ports[] = { InputPortConfig_Void( "Trigger", _HELP("Trigger the change of team")), InputPortConfig<int>( "TeamId", _HELP("Change the team (0 neutral, 1 NK, 2 US)")), InputPortConfig<string>( "TeamName", _HELP("Change the team by name ('neutral' / 'tan' / 'black'")), {0} }; static const SOutputPortConfig out_ports[] = { {0} }; config.nFlags |= EFLN_TARGET_ENTITY; config.pInputPorts = in_ports; config.pOutputPorts = out_ports; config.sDescription = _HELP("MP SetTeam node"); config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration( SFlowNodeConfig &config ) { static const SInputPortConfig in_config[] = { InputPortConfig_Void( "FlagTutorialAsPlayed", _HELP("Trigger to flag the tutorial as already played")), InputPortConfig_Void( "FlagTutorialAsNOTPlayed", _HELP("Trigger to flag the tutorial as not played (intended as development tool only)")), InputPortConfig_Void( "GetFlagState", _HELP("Trigger to get the flag state (played/notplayed)")), {0} }; static const SOutputPortConfig out_config[] = { OutputPortConfig<bool>( "HasBeenPlayed", "true = already played, false = not yet played"), {0} }; config.sDescription = _HELP( "Manages the player profile tutorial flag (SINGLE PLAYER)" ); config.pInputPorts = in_config; config.pOutputPorts = out_config; config.SetCategory(EFLN_APPROVED); }
virtual void GetConfiguration(SFlowNodeConfig& config) { // Define input ports here, in same order as EInputPorts static const SInputPortConfig inputs[] = { InputPortConfig<bool>("Activate", _HELP("Connexion à un server VRPN")), { 0 }, }; // Define output ports here, in same order as EOutputPorts static const SOutputPortConfig outputs[] = { OutputPortConfig<string>("Status", _HELP("")), OutputPortConfig<bool>("A", _HELP("")), OutputPortConfig<bool>("B", _HELP("")), OutputPortConfig<bool>("UP", _HELP("")), OutputPortConfig<bool>("DOWN", _HELP("")), OutputPortConfig<bool>("LEFT", _HELP("")), OutputPortConfig<bool>("RIGHT", _HELP("")), OutputPortConfig<bool>("MINUS", _HELP("")), OutputPortConfig<bool>("PLUS", _HELP("")), OutputPortConfig<bool>("ONE", _HELP("")), OutputPortConfig<bool>("TWO", _HELP("")), OutputPortConfig<bool>("HOME", _HELP("")), OutputPortConfig<Vec3>("WIIMOTE_RPY", _HELP("Wiimote Roll pitch yaw vec3")), OutputPortConfig<Vec3>("WIIMOTE_IR", _HELP("Wiimote IR vec3")), OutputPortConfig<bool>("C", _HELP("")), OutputPortConfig<bool>("Z", _HELP("")), OutputPortConfig<Vec3>("NUNCHUK_RPY", _HELP("Nunchuk Roll pitch yaw vec3")), OutputPortConfig<Vec3>("NUNCHUK_JOY", _HELP("Nunchuk Joystick vec3")), {0}, }; // Fill in configuration config.pInputPorts = inputs; config.pOutputPorts = outputs; config.sDescription = _HELP("FG node that sets up a CAVE environment"); config.SetCategory(EFLN_APPROVED); }