RLS Studios
ProjectsPatreonCommunityDocsAbout
Join Patreon
BeamNG Modding Docs

Guides

Reference

Server CommandsGE UtilitiesGame Engine MainNavigation GraphScreenshot CaptureServerServer ConnectionSpawnpoint ManagerSimulation TimeVehicle SpawningSuspension Frequency Tester
Flowgraph Base ModuleFlowgraph Base NodeFlowgraph Base State NodeFlowgraph Node BuilderFlowgraph GraphFlowgraph Group HelperFlowgraph LinkFlowgraph ManagerNew Node TemplateFlowgraph PinFlowgraph States ManagerFlowgraph UtilsFlowgraph Variable Storage
Activity Attempt NodeActivity Flow NodeActivity Hook Trigger NodeActivity Reset Prefabs NodeFinish Mission Node (Activity Stop)Aggregate Attempt NodeActivity Attempt Stars NodeActivity Attempt Vehicle NodeAuto Star Goals NodeGet Progress NodeMission Attempt Stars NodeRequest Abandon NodeStars Active (Flowgraph Node)

UI

Resources

BeamNG Game Engine Lua Cheat SheetGE Developer RecipesMCP Server Setup

// RLS.STUDIOS=true

Premium Mods for BeamNG.drive. Career systems, custom vehicles, and immersive gameplay experiences.

Index

HomeProjectsPatreon

Socials

DiscordPatreon (RLS)Patreon (Vehicles)

© 2026 RLS Studios. All rights reserved.

Modding since 2024

API ReferenceGE Extensionsflowgraphnodesactivity

Request Abandon Node

Listens for the player pressing the abandon/quit button during a mission. When this node exists in a flowgraph, the mission must be stopped manually (auto-stop is suppressed). Category: `logic`.

Listens for the player pressing the abandon/quit button during a mission. When this node exists in a flowgraph, the mission must be stopped manually (auto-stop is suppressed). Category: logic.


Pins

Inputs

NameTypeDescription
flowflowInflow for continuous execution

Outputs

NameTypeDescription
flowflow (impulse)Fires once when abandon is pressed
valuebool (hidden)true when abandon pressed, false otherwise

Behavior

  • C:work(): Each frame, checks self.reset flag. If true, outputs flow and value=true for one frame, then resets
  • C:onRequestAbandon(): Hook handler - sets self.reset = true when player requests abandon
  • C:_afterTrigger(): Clears reset flag after processing
  • data.blocksOnResetGameplay = true - prevents default reset behavior
  • Logs abandon event to flowgraph manager

Lifecycle

  • _executionStarted(): Clears reset flag
  • _executionStopped(): Clears reset flag

Usage Example

-- Typical abandon handling flow:
-- [Request Abandon].flow → [Show Confirm Dialog] → [Finish Mission]

-- Or immediate stop:
-- [Request Abandon].flow → [Activity Stop]

-- The node's existence tells the system that abandon handling
-- is managed by the flowgraph, not automatically.
-- Without this node, pressing abandon auto-stops the mission.

Internal Details

  • Uses _afterTrigger (underscore prefix) for internal cleanup - called after graph traversal
  • The reset flag ensures impulse behavior: output fires for exactly one frame
  • Previously used action maps (FlowgraphControls) - now commented out

Additional Exports

init(mgr, ...)

  • mgr - any
  • ... - any

drawMiddle(builder, style)

  • builder - any

  • style - any

  • name - string - (see source)

  • color - any - (see source)

  • description - any - (see source)

  • category - string - (see source)

  • pinSchema - table - (see source)

  • tags - table - (see source)


See Also

  • Activity Attempt Node - Related reference
  • Activity Flow Node - Related reference
  • Activity Hook Trigger Node - Related reference
  • FlowGraph Guide - Guide

Mission Attempt Stars Node

Adds star data to an attempt using the mission type's `addAttemptData` constructor method, allowing mission-type-specific star logic. Category: `once_instant`.

Stars Active (Flowgraph Node)

- **Node Name:** `Stars Active`

On this page

PinsInputsOutputsBehaviorLifecycleUsage ExampleInternal DetailsAdditional Exportsinit(mgr, ...)drawMiddle(builder, style)See Also