Handle vehicle entity attachments.
Moves an actor from a seat to another one. Only works if the actor is already inside a vehicle.
Used to set vehicle view per seat.
Follows/navigates on the specified path, trying to establish line of sight/fire with the specified target.
Handle vehicle damage.
Node to destroy vehicle.
Makes AI enter specified seat of specified vehicle.
Follow path speed stance action.
Gets the helper pos of a seat(e.g for entering).
Toggle vehicle handbrake. Currently only supported for ArcadeWheeled movement type.
Use a vehicle's horn.
Used to alter the path the flight AI should follow so as to find the best position from which to engage the target.
|Enable||Any||Enables combat mode|
|Disable||Any||Disables combat mode|
Used to enable the flight AI to fire at a target when used in combination with theEnableCombatMode node. If disabled, it just tactically positions itself to places from where it can see/hit the target. The default state is enabled.
|Enable||Any||Enables firing mode|
|Disable||Any||Disables firing mode|
Used to set the path that the flight AI should follow. When not in combat mode it will follow as accurately as possible from start to end. When in combat mode it represents the path along where the AI is allowed to position itself/patrol.
|Start||Any||Start following the path|
|Stop||Any||Stop following the path|
|PathName||String||Name of the path to follow|
|LoopPath||Boolean||How many times to loop around the path|
|Speed||Float||Speed of the flight AI|
|ArrivedAtEnd||Any||Triggers when flight AI is at the end of the path|
|ArrivedNearToEnd||Any||Triggers when flight AI is near the end of the path|
|Stopped||Any||Triggers when flight AI has stopped|
Used to force the attention target of the flight AI to a specific entity.
|Enable||Any||Enables force firing|
|Disable||Any||Disables force firing|
|Finished||Any||Triggers when finished|
Toggle vehicle lights.
Locks/Unlocks all seats of vehicle.
Add multipliers to vehicle movement actions.
Handle vehicle movement.
Modifies vehicle movement params.
Handle vehicle passengers.
Handle vehicle seats.
Follows the specified path to the end, sticking to the optional target, either continuously or as a one-off event. Use the vehicle with the node's Entity input.
Handle vehicle turret.
Unloads vehicle, ejecting specified passengers.
Used to Enable/Disable Views per Seat.