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
| Name | Type | Fixed | Description |
|---|---|---|---|
flow | flow | yes | Execution trigger (implicit) |
passed | bool | yes | Whether attempt unlocks next mission (currently unused in code) |
completed | bool | yes | Whether attempt is best-score completion (currently unused in code) |
| (custom) | any | no | User-added pins become tData fields |
Outputs
| Name | Type | Fixed | Description |
|---|---|---|---|
attempt | table (attemptData) | yes | Created attempt data object |
Behavior
C:workOnce(): Collects all non-fixed custom input pin values intotData, creates attempt viagameplay_missions_progress.newAttempt("attempted", tData)allowCustomInPins = true- user can add arbitrary data pinssavePins = 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.attemptAdditional 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