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API ReferenceGE Extensionsflowgraphnodesactivity

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

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_missions_missionManager and the flowgraph execution loop. Category: logic.


Pins

Outputs

NameTypeDescription
startedflow (impulse)Fires once before the first update
updateflowFires every frame while activity is ongoing
stoppedflow (impulse)Fires once when activity stops
dtRealnumber (hidden)Real delta time this frame
dtSimnumber (hidden)Simulated delta time this frame
dtRawnumber (hidden)Raw delta time this frame

Behavior

Start Phase

  • onExecutionStarted(): If activity exists and not ongoing, calls gameplay_missions_missionManager.start(); otherwise calls start() directly
  • onStartActivity(): Hook from mission manager triggers start()
  • start(): Sets started=true, triggers once

Update Phase

  • onUpdateActivity(dt...) or onUpdate(dt...): Stores dt values on manager, outputs them, sets update=true
  • Activity-based flowgraphs use onUpdateActivity; standalone use onUpdate

Stop Phase

  • changedRunningState("stopped"): If activity is ongoing, calls stop() then gameplay_missions_missionManager.stop()
  • onStopActivity(): Direct stop hook
  • stop(): Sets stopped=true, triggers once

Legacy Pin Support

  • _out.start → started, _out.stop → stopped

Usage Example

-- This node is typically the root of any mission flowgraph
-- Connect outputs to drive mission logic:
--
-- [Activity Flow]
--   started → [Setup Prefabs] → [Show Start Screen]
--   update  → [Check Goals] → [Update UI]
--   stopped → [Cleanup] → [Finish Mission]

-- The node also displays activity status in the editor:
-- "Activity: yes" with truncated activity ID, or
-- "Activity: no (standalone)" for non-mission flowgraphs

Internal Details

  • Stores dtReal/dtSim/dtRaw on self.mgr for other nodes to access
  • Standalone mode (no mgr.activity): uses onUpdate/onExecutionStarted directly
  • Activity mode: uses onUpdateActivity/onStartActivity/onStopActivity hooks
  • Editor draws activity status via drawMiddle() and tooltip via drawTooltip()

Additional Exports

  • name - string - (see source)

  • color - any - (see source)

  • description - string - (see source)

  • category - string - (see source)

  • pinSchema - table - (see source)

  • tags - table - (see source)

  • legacyPins - table - (see source)


See Also

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

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`.

Activity Hook Trigger Node

Triggers a named hook event on the mission module with custom data. Used for advanced activity communication. Category: `once_instant`.

On this page

PinsOutputsBehaviorStart PhaseUpdate PhaseStop PhaseLegacy Pin SupportUsage ExampleInternal DetailsAdditional ExportsSee Also