| 3D Transformations |
| Animation |
Play Animation 3D Entity |
designate an object's imported animation and the duration to play it |
| Basic |
Rotate |
User-defined axis and speed, must loop for continuous rotation |
| Set Euler Orientation |
set specific rotation value on X, Y, and Z angles |
| Set Position |
set specific X,Y,Z position |
| Translate |
user defined axis and distance, loop for continuous motion |
| Constraint |
Look At |
aligns X,Y,or Z axis of object to point at a target, loop for continuous aiming |
| Mimic |
make one object do the same as another object, but with a decay value |
| Object Keep On Floor V2 |
whatever is making the object move, it will stay on the declared floor objects |
| Curve |
Curve Follow |
make an object follow a curve as a path, over a given duration |
| Position on Curve |
user-defined position along the path, provides more control |
| Movement |
Move To |
easy way to move an object from its current position to a destination over time |
| Cameras |
| Montage |
Set As Active Camera |
Switch from one camera to another |
| Characters |
| Constraint |
Enhanced Character Keep On Floor |
whatever is making the character move, it will stay on the declared floor objects |
| Movement |
Character Controller |
basic way to invoke animations based on joystick messages |
| Character Go To |
makes character use walk animation to go to a user-defined destination |
| Unlimited Controller |
extensive custom control over character animation playback through messaging |
| Collisions |
| 3D Entity |
Collision Detection |
a one-shot test to see if a target object has intersected with any obstacles |
| Object Slider |
restricts an object from passing through user-defined obstacles |
| Controllers |
| Joystick |
Joystick Waiter |
outputs and output values for all the joystick movements and buttons |
| Keyboard |
Key Event |
activates on a single key down AND/OR key up |
| Switch On Key |
user-defined set of keys trigger multiple outputs, simultaneously too |
| Mouse |
Mouse Waiter |
settings allow detection of any mouse button or movement |
| Interface |
| Fonts |
Create System Font |
sets up a font for use by other 2D or 3D text display BBs |
| Screen |
2D Picking |
returns object under a 2D coordinate such as the mouse position |
| Text |
2D Text |
needs Create System Font and a 2D Frame to display |
| Text Display |
doesn't need anything additional |
| Logics |
| Attribute |
Has Attribute |
any object can have a built-in or user-created attribute to read |
| Set Attribute |
an attribute is referred to by name and can be almost any data type |
| Calculator |
Get Component |
extract the "X", "Y", or "Z" values independently |
| Identity |
set the value of a variable |
| Op |
Same as "Parameter Operators" but has Ins and Outs like other BBs |
| Random |
any data type can be output within a min and max range |
| Set Component |
put three components into X,Y,Z vector |
| Groups |
Get Nearest In Group |
what is closest in 3D space to the referenced target object |
| Group Iterator |
loops through all the entities in a group as found in the level editor |
| Is In Group |
returns if true or not - Is the seleceted object in the designated group? |
| Interpolator |
Interpolator |
powerful means to blend between two values of any data type |
| Loops |
Bezier Progression |
from one float value to another for a given time along a user-defined curve |
| Counter |
do loop for however many times you specify |
| Delayer |
pause for any duration |
| Linear Progression |
from one float value to another for a given time |
| Timer |
loops until the user-defined time runs out, unless restarted before times up |
| Message |
Broadcast Message |
send a built-in or user-defined message to the entire system |
| Send Message |
send a built-in or user-defined message to a specified object |
| Wait Message |
listen for a message until it arrives - default is "on click" |
| Streaming |
Binary Memory |
sets a boolean output to true or false depending on one of two inputs |
| Binary Switch |
if boolean is true then output on #1, otherwise on #2 |
| Keep Active |
output continuously triggers until the reset input is activated |
| Nop |
means "No Operation". Handy for branching logic or watching links to debug |
| Parameter Selector |
output from a list of possible values based on which input is activated |
| Random Switch |
one of any number of outputs activated when the input is activated |
| Sequencer |
each time the input is activated the next output in sequence is activated |
| Switch On Parameter |
test an incoming value to see if it matches any user-defined values |
| Test |
Proximity |
distance between 3D objects - true or false threshold and enter/exit threshold |
| Test |
if / else test with greater than, less than, equal to, >=, <= |
| Narratives |
| Script Management |
Activate Script |
scripts don't have to be active when the scene starts. This will activate it |
| Deactivate Script |
If the car blew up, maybe it shouldn't be driving around any more |
| Particles |
| ParticleSystem |
(Shape Type) ParticleSystem |
the most parameters you will see on any BB, and the settings as well |
| Sounds |
| Basic |
Play Sound Instance |
best for playing sounds fully loaded in memory that can overlap each other |
| Wave Player |
best for playing continuous sound like music that streams from the hard drive |
| Visuals |
| Shadows |
Shadow Stencil |
of the various shadow systems, this is the easiest but also most cpu intensive |
| Show-Hide |
Hide |
hide any object |
| Show |
show any object |
| Show Mouse Cursor |
hide the mouse cursor |