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Modding since 2024

API ReferenceGE ExtensionsflowgraphnodesuiupdatedUI

EndScreen Whole (Flowgraph Node)

- **Node Name:** `EndScreen Whole`

Overview

  • Node Name: EndScreen Whole
  • Category: singleActive
  • File: extensions/flowgraph/nodes/ui/updatedUI/endScreenWhole.lua

All-in-one end screen node that builds the complete end screen (header, results, objectives, ratings, buttons) in a single node. Alternative to the modular EndScreen Begin + content nodes + Screen Finish approach.

Note: Showing two of these at the same time will break everything.

Pin Schema

Input Pins

PinTypeDescription
flowflowActivates the end screen
resetflow (impulse)Resets the node
textstring/tableResults subtext
failedboolWhether the player failed (hidden)
changetableAttempt change data
progressKeystringKey for the attempt
customBtnsFirstboolCustom buttons before defaults (hidden)

Output Pins

PinTypeDescription
flowflowStandard outflow
buildflow (chain)Fires once to build additional content
retryflowPlayer pressed "Retry"
contStartflowPlayer pressed "Continue at Start"
contHereflowPlayer pressed "Continue Here"

Custom buttons can be added via the editor (same system as EndScreen Begin).

Internals

Key Methods

MethodDescription
openDialogue()Builds complete end screen: buttons, header, results, objectives, ratings
closeDialogue()Triggers ChangeState('play')
buttonPushed(action)Sets matching output and closes dialogue
updateButtons()Manages dynamic custom button pins
work()Handles build flow and auto-skip timer

Data Properties

PropertyDefaultDescription
data.includeRetryButtontrueInclude retry button
data.autoBuildtrueAuto-build header, results, objectives, and ratings

How It Works

  1. When flow activates, if autoBuild is true, calls startUIBuilding('endScreen', self).
  2. openDialogue() builds the full button set (next missions, retry with entry fee, continue, tutorial override, custom buttons).
  3. If autoBuild, automatically adds header, text panel with results/attempt, objectives, and ratings, then calls finishUIBuilding().
  4. If autoBuild is false, the build chain output lets downstream nodes add content manually.
  5. Auto-skip timer stops mission after 2 seconds if autoSkipStartScreen is set.

Usage Example

-- Simple usage: single node handles everything
-- [Trigger] → [EndScreen Whole] → (retry) → [Reset]
--                                → (contHere) → [Continue]

-- With custom content (autoBuild = false):
-- [EndScreen Whole] → (build) → [Custom Panel] → [Screen Finish]

Key Dependencies

  • mgr.modules.ui - UI building system
  • career_career.isActive() / career_modules_playerAttributes - career integration
  • gameplay_missions_missions - next mission linking
  • gameplay_missions_missionScreen.stopMissionById() - auto-skip

Previously Undocumented (Added by Audit)

  • C:getCmd(action) - Function handling getCmd logic
  • Input Pin: _active (any)

See Also

  • EndScreen Begin (Flowgraph Node) - Related reference
  • EndScreen Drift Stats (Flowgraph Node) - Related reference
  • EndScreen Lap Times (Flowgraph Node) - Related reference
  • FlowGraph Guide - Guide

EndScreen Drag Time Slip (Flowgraph Node)

- **Node Name:** `EndScreen Drag Time Slip`

StartScreen Begin (Flowgraph Node)

- **Node Name:** `StartScreen Begin`

On this page

OverviewPin SchemaInput PinsOutput PinsInternalsKey MethodsData PropertiesHow It WorksUsage ExampleKey DependenciesPreviously Undocumented (Added by Audit)See Also