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The Flowgraph is the implementation of visual scripting, so allowing non-programmers to interact with different parts of CRYENGINE.

For more information about the Flowgraph in the Sandbox Manual see: Flow Graph Editor.

Adding the FlowEvents Table

The FlowEvents table is needed to define the custom inputs and outputs supported by the Script Entity.

NewEntity.FlowEvents =
	Inputs =
		PowerOn  = { NewEntity.Event_PowerOn,  "bool" },
		PowerOff = { NewEntity.Event_PowerOff, "bool" },
		Position = { NewEntity.Event_Position, "Vec3" },

	Outputs =
		PowerOn = "bool",
		PowerOff = "bool",

Value types supported for inputs and outputs:

  • string
  • bool
  • entityid
  • int
  • float
  • vec3

Adding a Flow Node Input

The following line, taken from the Inputs table contained inside the FlowEvents, outlines the addition of a flow node input.

PowerOn = { NewEntity.Event_PowerOn, "bool" },

Each input element is defined by its name and a table which contains two elements:

  1. A reference to the script function to call when the input is activated
  2. The value type accepted by the input.

The following code snippet represents a skeleton of the implementation of a function that would receive the flow input.

function NewEntity:Event_Position(sender, position)
  -- read the position value and set it somewhere

The following code snippet represents the implementation of a function that would read the input value.

function NewEntity:Event_PowerOn(sender)
  -- code to implement a reaction to the flow node input

Adding a Flow Node Output

A new element needs to be added to the Outputs table with a name and the value type of the output. Example:

PowerOn = "bool",

An output is activated by calling the function BroadcastEvent with a string representing the name of the output to be activated.

BroadcastEvent(self, "PowerOn");

If output value matters, use function ActivateOutput:

self:ActivateOutput("ActiveCount", self.nActiveCount);
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