Story-Nodes
Root - Nodes
Connector
End
End quest.
Signal
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Start
Your start of any quest.
GameplayLogic
FinishCampaign
Finish campaign. Player can continue free roaming in the map.
QuitWithTitles
Finish campaign with credits (credits2.scr). After the credits player will be sent back to the main menu.
Quest
Quest
There can only be one quest utilized for both player events and story objectives.
QuestGroup
Inside this node, you can build as many quests you want.
InsideQuest - Nodes
Comment
A comment box for storing your own information.
Conditional and Variables
FactionsStatisticIf
FactionsStatisticTierWait
IfEntityProperty
IfExpression
IfFacilityFunctionality
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IfVariable
If variable is X, do something...
IfZoneOwner
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InfectionStageIf
If players infection stage is X, do something...
InfectionStageWait
Wait until players infection stage is greater, smaller or equal as X.
PlayerGiveDamage
Damages AI. {needs confirmation}
PlayerGrabbedWait
Wait until player has been grabbed.
PlayerHealthWait
Wait until players health has increased or decreased to set percentage.
PlayerKnockedDownWait
Stops any ongoing event when the player is being knocked down.
PlayersRecieveDamage
The players will receive any adjusted damage in the settings.
PlayerCount
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PlayerSpottedWait
Stops any ongoing event until player has been spotted.
SetDoorBehavior
Changes the door behavior (open, closed, locked etc...)
SetEntityProperty
Changes the entity property.
SetVariable
Set variable.
SwitchVariable
Switch variable.
SwitchZoneOwner
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VariableAdd
Add variable.
Wait
The quest will wait X seconds applied in the settings and will continue after.
WaitCoop
All players have to interact with the same action in order to continue {Needs confirmation}
WaitExpression
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WaitFacilityFunctionality
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WaitForAiDeath
Wait until AI has died.
WaitRandom
Wait random amount. See also "Wait"
WaitVariable
Wait until variable is greater, less or equal as selected amount.
WaitZoneOwner
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GameplayLogic
ActivateGather
All players have to be on the same spot to continue. {needs confirmation}
Activity
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ActivityCompleted
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ActivityLock
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ActivityUnlock
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AddFadingAudioParam
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Agenda
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AllowWeathersTask
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AlterWorld
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ApplyBuff
Apply player buff, for example rage potion buff. Buff parameters are located in buffs.xml (for modding purposes).
AttachCable
Attach cable to any or one specified cable input.
AttachEntity
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BringItem
Bring any desired item to the specific goal. Doesn’t work? {needs confirmation}
CancelDialogue
Gives the ability to cancel the current dialoge as an extra option. {Needs confirmation}
ChallengeFail
Will make the challenge fail if triggered.
ChallengePass
The Challenge is passed if done correctly.
ChangeMap
Teleports player to another map.
ChangePlayerRestriction
Restrict player actions. For example block jump, UV, hook etc.
ChangeShopPrices
If triggered, selected and applied shop prices adjusted in the settings will be changed immediately.
Clear
Clear area from enemies. Define area with area.prefab and connect it to this node.
ClearDifficultyRequirements
Clears the requirements for any chosen difficulty. {Needs confirmation and more info}
ClearFadingAudioParam
Clears the Audioparameters when fading out. {Needs confirmation and more info}
ClearForcedItems
Clears all forced items.
ClearPlayerInventory
Remove all items player is carrying. Items will be moved to stash? {Needs confirmation}
CompleteMission
Will checkmark the system if the selected quest is completed.
CustomOnboarding
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DayTimeWait
Wait until set day phase.
DeactivateGather
Deactivates the progression trigger to gather all Coop-Players. {Needs confirmation}
DeliverEntity
The player has to deliver a specific selected entity to the goal. {Needs confirmation and more info: deliver what to where}
DespawnAllInArea
Makes despawn everything in the selected area. {Needs confirmation and more info: despawn what?}
DespawnGuiScreen
Hide GUI screen. See also ”SpawnGuiScreen”
Dialogue
Any added dialogue will be triggered there.
DialogueSetup
No description yet, remains unknown...
Disable
Disables entity. For example turns off light.prefab or makes door.prefab non-interactable. Compatible with entities that have m_Enable functionality in attributes. Very commonly used node. See also ”Enable”
DisableChaseMechanics
Disables all chase mechanics (chase levels, hud system)
DisableEncounters
Deactivates all encounters selected.
DisableGenericHints
Deactivates generic gameplay hints. See also ”EnableGenericHints”
DisableInfection
Disables the infection of the player.
DiscoverObject
The player has to discover an object first. {Needs confirmation, needs more info}
E3DemoEquipItemInSlot
E3 leftover. Usage not recommended as it can be removed from future builds.
Enable
Enables entity. For example turns on light.prefab. Compatible with entities that have m_Enable functionality in attributes. Very commonly used node. See also ”Disable”
EnableChaseMechanics
ChaseMechanics will be enabled if this node is triggered.
EnableEncounters
Encounters (if set up) will be enabled if this node is triggered.
EnableGenericHints
Activates generic gameplay hints. See also ”DisableGenericHints”
EnableHudGroup
Will enable selected HUD group. For example hide HUD. {Needs confimation}
EnableInfection
Will enable infection for the Player. See also ”DisableInfection”
Encounter
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EndPrologue
Will end the Prologue. See also ”StartPrologue”
EndUseBinoculars
The player has no longer to use the binoculars. {Needs confimation}
EscortNpc
Any selected Npc has to be escorted to the desired spot. {Needs confimation, needs more info}
ExtendCableWait
Any cable needs to be extended in order to continue.
FacilityUnlock
Will Unlock the selected Facility.
FailMission
The mission is failed and the player has to restart.
FailPrologue
The Prologue is failed and needs to be restarted again.
FakeChaseStart
Starts a fake chase with Chase-HUD.
Chases can be set from 1-4.
FakeChaseStop
The fake Chase will be stopped if triggered.
FinishCampaign
{Needs confirmation, duplicate?}
FirstinhibitorPurchase
Will trigger the first Encounterscene with the purchase of an inhibitor.
ForceItems
Forces the player to use THIS specific item.
ForceSleep
Forces the player to go sleep.
FreezeTime
Freezes the game time.
Gather
Everyone has to go and use the same action in order to continue. {Needs confimation}
GetAway
The player has to leave the area. {Needs confimation}
GiveItem
The player will be given any item selected from the settings.
GiveOpportunityWeapon
Player will given any opportunity weapon selected from the settings (e.g. spear, scorpio). Possibly leftover node? {Needs confimation}
GiveSkill
Give player selected skill, for example Far Jump. Skill parameters are located in skills.xml (for modding purposes). See also ”RemoveSkill”
GoTo
The player has to go to specified area. Commonly used node. Connect to sensor_box.prefab or area.prefab. Change ’Distance’ to greater than 0. Anything between 5.0 to 10.0 is good in general use. Distance is calculated from areas origin.
Hide
Hides any selected meshes or prefabs on your map. See also ”Show”
HideArea
Hides the selected Area on your map. {Needs confirmation, needs more info}
HideHint
Selected Hint will be set hidden. {Needs confirmation, needs more info}
HideIndicator
Hides indicator. Indicators are yellow diamond icons that guide player. Connect to point_marker.prefab(?) See also ”ShowIndicator”
InfectionAttack
Will trigger the infection attack for the player.
KeepAISpawnedDisable
Selected AI will never spawn if triggered. {Needs confirmation, needs more info}
KeepAISpawnedEnable
Selected AI will spawn if triggered. {Needs confirmation, needs more info}
Kill
Player must kill selected AIs. Connect to AI spawner.
Lockpick
Starts the lockpicking event.
MapStart
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Mission
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MissionCheckpoint
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ModifyFactionsStatistic
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MuteBarks
Barks are unscripted NPC chatter. This possibly mutes them. See also ”UnmuteBarks”
NPCGoTo
The selected NPC has to "goto" THIS specific place. {Needs confirmation, needs more info how to use}
PlayAudioEvent
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PlayAudioEvent3D
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PlayBenchmarkSequence
Plays the BenchmarkSequence for performance testing.
PlaySequence
Plays any movie (ingame or cutscene) when triggered.
PrologueCheckpoint
A Checkpoint for the Prologue will be triggered.
Pursuit
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Quit With Titles
Finish campaign with credits (credits2.scr). After the credits player will be sent back to the main menu.
RegisterAreaAttributeAlias
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RemoveAllOpportunityWeapons
Removes opportunity weapons, for example spear and scorpio.
RemoveBuff
Remove player buff, for example rage potion buff. Buff parameters are located in buffs.xml (for modding purposes). See also ”AddBuff”
Removeltem
Removes any selected item from the player. See also ”GiveItem”
RemoveSkill
Removes a skill from the player's ability tree. See also ”GiveSkill”
RepeatMission
Sets the mission to a repeatable state.
RequestReinforcements
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ResetChase
Resets the Chase if triggered.
ResetContainer
Resets the container (item box etc..) if triggered. Possibly broken {Needs confirmation}
ResetEntity
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Resurrect
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Save
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SendBarkCustomGameEvent
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SequenceAlterWorld
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SetAlGenericBehaviorDisallowed
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SetAIModellndex
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SetAudioParamData
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SetAudioState
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SetAudioSwitchData
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SetCableProperty
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SetDayPhase
Change game time to predefined day phase.
SetDayTime
Changes time/weather ingame.
SetDifficultyRequirement
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SetDLC1Controlled
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SetFameFightInProgress
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SetFameFightType
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SetFighterFamePoints
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SetForcedTarget
Set AI behaviour. Connect to spawner. {Needs confirmation}
SetLocationProperty
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SetMapMenuFeatures
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SetMovableState
Control movable_object state. Connect to movable_controller.prefab
SetNpcBehavior
Changes the behavior of any selected NPC.
SetPlayerHealth
Gives the player the adjusted health.
SetPlayerPreset
Player preset defines startup skills and items. This is usually the first node in the story pipeline. Using this node will lead to warning ”SetPlayerPreset must be removed from final build”, which can be ignored. You can create new presets or edit existing ones from default_player_setup.scr
SetQuestMusicState
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SetReward
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SetRotationSpeed
Change speed of rotating_object. Connect to rotator_controller.prefab
SetStoryMusic
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SetZoneLevel
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SetZoneOwner
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ShakeVision
Shakes player vision for set amount of time.
Show
Shows any hidden meshes or prefabs in your map. See also ”Hide”
ShowArea
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ShowCharacterEditMenu
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ShowFacilityAssignBigmsg
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ShowFacilityAssignMenu
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ShowFameAgentMenu
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ShowFameFightCompletedMessage
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ShowHint
Show selected hint. Player must have hints enabled in order them to show up. High level player presets may cause hints to not show up because game assumes player has already seen those hints.
ShowHudBigMessage
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ShowIndicator
Shows indicator. Indicators are yellow diamond icons that guide player. Map maker can add these if they think player needs more guidance than default indicators provide. Connect to point_marker.prefab(?) See also ”HideIndicator”
ShowMapMenuArea
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ShowRadioTowerUnlockBigMessage
Shows a big message for the Radiotower being unlocked. {Needs confirmation}
ShowSafeZoneUnlockedBigMessage
Displays a big message for a safezone being unlocked.
ShowStoryboard
Play video, for example intro video.
ShowTimeFreezingTutorial
Show selected full screen tutorial. Pauses game temporarily.
SnapshotForcedItems
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SpawnGuiScreen
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StartChallenge
Starts the selected challenge.
StartChase
Starts the Chase.
StartFury
Starts the player's fury ability. See also ”StopFury”
StartMission
Starts the named and selected mission.
StartPrologue
Starts the prologue phase.
StartTruckTask
Leftover node.
StopChallenge
Stops challenge.
StopFury
Stops the player's fury ability. See also ”StartFury”
SwapObjectives
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SyncAction
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TakeDeadBodyltem
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TakeItem
Player has to take specified item in order to continue. Must be connected to quest_object.prefab.
TeleportNPC
Teleports the selected NPC to any Spawnpoint if triggered.
TeleportPlayer
Teleports the player to any selected Spawnpoint if triggered.
TrackThisQuest
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Trail
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TutorialPlayerAction
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UnfreezeTime
Unfreezes daytime ingame. See also ”FreezeTime”
UnmuteBarks
Barks are unscripted NPC chatter. This possibly unmutes them if muted before. See also ”MuteBarks”
Use
Player has to use selected entity. Can be connected to different prefabs: switch, button, door.prefab etc. Commonly used node.
UseBinoculars
Player must use binoculars before proceeding forward. {Needs confirmation}
WaitAnyDiscovered
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WaitForInteractionStarted
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WaitForMovable
Story will progress after movable_object has reached defined position or node. Connect to movable_controller.prefab
WaitForPuzzle
Story will progress after puzzle has been solved. Connect to puzzle_controller.prefab {Not tested, needs confirmation}
WaitForSensor
Story will progress after sensor has been triggered. Connect to sensor.prefab or sensor_activator.prefab.
WaitGameTime
Story will progress after the selected GameTime has been reached.
WaitPlayerItemCount
Story will progress after player has collected specific amount of Items.
WaitPlayersDie
Story will progress after player has died.
WaitSleep
Story will progress after player has slept.
Gate
Gates perform basic logical functions. Right click node to add more input pins.
All
Needs all Nodes to be done before continuing the next one. If you need more inputs, right click the node -> Add Pin
Any
Any of the input nodes has to be completed before continuing.
Interrupt
Interrupts any nextcoming Node.
RandomizerEnd
When two or more nodes are added, the last one chosen will be determined randomly.
RandomizerStart
When two or more nodes are added, the first one chosen will be determined randomly.
XofN
X of Number. Selected amount of input nodes must be completed before continuing.
Properties
ClearMissionDeathText
Clears the MissionDeathText when not continued pressing any button automatically.
DisableController
Disables any selected controller on your map (MusicZones, LogicZones etc..)
EnableController
Enables any selected controller on your map (MusicZones, LogicZones etc..)
ResetMusicChallenge
Resets the Music from your current running challenge.
SetChapter
No description yet, remains unknown...
SetMissionDeathText
Will set the DeathText for your Mission.
SetMusicSettings
Will set your applied settings for the music.
Quest
AdvancedPointOfInterest
Gives you advanced settings and possibilitys for the PointOfInterests.
CompleteObjective
Any selected Objective needs to be completed first.
CompleteQuest
Needs a completed quest first before continuing.
FailObjective
Will be triggered if the selected Object failed.
FailQuestGroup
Will Fail multiple QuestGroups if triggered.
HideObjective
Hides any active Objective ingame.
HideQuestGiver
Will hide the current active QuestGiver.
OptionalGroup
No description yet, remains unknown...
PointOfInterest
Sets a PointOfInterests to be finished first in order to continue the next Node.
QuestGroup
Needs a QuestGroup to be done before continuing.
SetQuestGiver
Enables a questgive for the next goal set by the player.
StartObjective
Starts any created and selected object for the player.
StartQuest
Will start a assigned quest with this node.
SingleLogic
ChangeAreaAttribute
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ChangeGMAFlag
Change Gameplay Modifier Area flags. Connect to gameplay_modifier_area.prefab. {Needs confirmation, not tested}
RollbackTrigger
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SetConflictRelation
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