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 |
Added info for SkipIfNull |
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=== SkipIfNull (Nullable<bool>) === | === SkipIfNull (Nullable<bool>) === | ||
The value that controls whether or not impulses from the output are sent if the UpdatingUser input is null. | |||
By default it will be null, which will allow impulses even if UpdatingUser is null. | |||
== Outputs == | == Outputs == |
Revision as of 05:55, 14 January 2024
Fire While True
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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>)
The value that controls whether or not impulses from the output are sent if the UpdatingUser input is null.
By default it will be null, which will allow impulses even if UpdatingUser is null.
Outputs
OnUpdate (Impulse)
Will send impulses at the game tick rate of the user in UpdatingUser only while UpdatingUser sees Condition as true.