Activity Hook Trigger Node
Triggers a named hook event on the mission module with custom data. Used for advanced activity communication. Category: `once_instant`.
Triggers a named hook event on the mission module with custom data. Used for advanced activity communication. Category: once_instant.
Pins
Inputs
| Name | Type | Fixed | Description |
|---|---|---|---|
flow | flow | yes | Execution trigger (implicit) |
| (custom) | any | no | User-added pins become hook payload fields |
Behavior
C:workOnce(): Collects all non-flow, non-reset custom pin values intopinData, then callsself.mgr.modules.mission:missionHook(self.data.eventName, pinData)data.eventNamedefaults to"start"- configurable in node propertiesallowCustomInPins = true,savePins = true- Marked as
todo = "This node is generally unused."
Usage Example
-- Configure node with eventName = "checkpointReached"
-- Add custom pins: "checkpointId" (number), "time" (number)
-- On flow trigger:
self.mgr.modules.mission:missionHook("checkpointReached", {
checkpointId = 3,
time = 42.5
})Additional Exports
init()
-
color-any- (see source) -
description-string- (see source) -
category-string- (see source) -
pinSchema-table- (see source) -
tags-table- (see source) -
allowedManualPinTypes-table- (see source)
See Also
- Activity Attempt Node - Related reference
- Activity Flow Node - Related reference
- Activity Reset Prefabs Node - Related reference
- FlowGraph Guide - Guide
Activity Flow Node
Core activity lifecycle node that provides flow signals for start, update, and stop phases. Acts as the main entry point for activity-driven flowgraphs, managing the connection between `gameplay_missi
Activity Reset Prefabs Node
Resets all vehicles inside prefabs loaded by the associated activity to their original positions. Category: `once_p_duration`.