Story-Nodes

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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

-

ActivityLock

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ActivityUnlock

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AddFadingAudioParam

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Agenda

-

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

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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