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API ReferenceGE Extensionsflowgraphnodesactivity

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

NameTypeFixedDescription
flowflowyesExecution trigger (implicit)
(custom)anynoUser-added pins become hook payload fields

Behavior

  • C:workOnce(): Collects all non-flow, non-reset custom pin values into pinData, then calls self.mgr.modules.mission:missionHook(self.data.eventName, pinData)
  • data.eventName defaults to "start" - configurable in node properties
  • allowCustomInPins = 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`.

On this page

PinsInputsBehaviorUsage ExampleAdditional Exportsinit()See Also