ProtoFlux:Fire While True: Difference between revisions

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Slight correction, impulses are not sent across the network if they aren't needed to, the results however are sent ex: writing to a datamodel store
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=== UpdatingUser (User): ===
=== UpdatingUser (User): ===
The User who will monitor the input Condition boolean and will handle sending the impulses across the network. If they don't see the value as true it won't fire, even if someone else does see it true.
The User who will monitor the input Condition boolean and will handle sending the impulses. If they don't see the value as true it won't fire, even if someone else does see it true.


=== SkipIfNull (Nullable<bool>) ===
=== SkipIfNull (Nullable<bool>) ===

Revision as of 05:45, 14 January 2024

Fire While True
Condition
OnUpdate
UpdatingUser
null
SkipIfNull
null
Flow


Usage

You can use this node for constantly firing a gun, or something where a drive cannot be used and you need to create events every game tick while a value is true.

Inputs

Condition (bool)

The value that needs to be true for this node to start sending impluses out of OnUpdate.

UpdatingUser (User):

The User who will monitor the input Condition boolean and will handle sending the impulses. If they don't see the value as true it won't fire, even if someone else does see it true.

SkipIfNull (Nullable<bool>)

TODO

Outputs

OnUpdate (Impulse)

Will send impulses at the game tick rate of the user in UpdatingUser only while UpdatingUser sees Condition as true.