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One way that ProtoFlux impulses are triggered internally is via ProtoFlux.Runtimes.Execution.ExecutionEventDispatcher<C>.ScheduleEvent(...).

The same method is also used for nodes that are not based on impulses but have other behavior. (i.e. transitions to a target value)

I found it in use within the following nodes:
—@mpmxyz on discord


ProtoFlux Events
Event Name Note
FieldHook
Math:Interpolation (updates internal state, no impulse)
LocomotionGripEvent
OnGripStart
OnGripStay
OnGripEnd
WebsocketConnectionEvents
ButtonEvents
ConsumableEvents
GrabbableEvents
OnGrabbableReceiverSurfaceReceived
TextEditorEvents
TouchableEvents
SlotChildrenEvents
TwitchChatMessageEvent
TwitchSubscriptionEvent
TwitchFollowEvent
TwitchRewardRedeemEvent
TwitchRaidEvent
FootstepEvents
AnchorEvents
FireOnChange
FireOnLocalChange
FireOnFalse
FireOnLocalFalse
FireOnTrue
FireOnLocalTrue
Delay (updates internal state, no impulse)
DelayUpdates (updates internal state, no impulse)
DelayValue (updates internal state, no impulse)
DelayWithData (updates internal state, no impulse)
Delta (updates internal state, no impulse)
FireWhileTrue
SecondsTimer
UpdatesTimer
Update
OnStart
OnDuplicate
OnPaste
OnActivated
OnDeactivated
OnLoaded
OnPackageImported
DynamicVariableInputWithEvents
AnchorLocomotionData (updates internal state, no impulse)
LocalLeakyImpulseBucket