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Modding since 2024

API ReferenceGE Extensionsflowgraphnodesactivity

Activity Attempt Node

Creates a new mission attempt data object. Supports custom data pins that get included in the attempt's `tData` payload. Category: `once_instant`.

Creates a new mission attempt data object. Supports custom data pins that get included in the attempt's tData payload. Category: once_instant.


Pins

Inputs

NameTypeFixedDescription
flowflowyesExecution trigger (implicit)
passedboolyesWhether attempt unlocks next mission (currently unused in code)
completedboolyesWhether attempt is best-score completion (currently unused in code)
(custom)anynoUser-added pins become tData fields

Outputs

NameTypeFixedDescription
attempttable (attemptData)yesCreated attempt data object

Behavior

  • C:workOnce(): Collects all non-fixed custom input pin values into tData, creates attempt via gameplay_missions_progress.newAttempt("attempted", tData)
  • allowCustomInPins = true - user can add arbitrary data pins
  • savePins = true - custom pins persist with the flowgraph
  • Type is always "attempted" (passed/completed pins defined but not wired to type selection)

Usage Example

-- In flowgraph editor:
-- 1. Add custom pins (e.g., "lapTime" as number, "score" as number)
-- 2. Connect data sources to custom pins
-- 3. Connect flow → activityAttempt → attemptStars → aggregateAttempt

-- Internal behavior:
local attempt = gameplay_missions_progress.newAttempt("attempted", {
  lapTime = 45.2,
  score = 1500
})
-- attempt is passed to downstream nodes via pinOut.attempt

Additional Exports

init()

postInit()

  • name - string - (see source)

  • 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 Flow Node - Related reference
  • Activity Hook Trigger Node - Related reference
  • Activity Reset Prefabs Node - Related reference
  • FlowGraph Guide - Guide

Vehicle Module

Flowgraph module that tracks all vehicles used by a flowgraph-spawned or foreign. Manages vehicle readiness, coupler attachments, bus systems, fuel storage, walk blacklist backup, and cleanup on flowg

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

On this page

PinsInputsOutputsBehaviorUsage ExampleAdditional Exportsinit()postInit()See Also