Supported nodes
This page covers all supported nodes / what each object type in OS does
If there is some type of node / a property of a node which is not currently supported, but you want it, voice your wishes either on GitHub, or in the #world-editing channel on the modding discord
Entity
All Entity type nodes support Entity Instance Data editing (Changing any component's value)
Related guides: Devices
Entity Template
Spawns an entity from a given .ent
file. Appearance is configurable.
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worldEntityNode
Entity Record
Spawns an entity from a given TweakDB record. Must be used for vehicles.
Movement update is slow, does not spawn if player is not standing on the ground.
worldPopulationSpawnerNode
Device
Same as Entity Template, but allows defining device connections to other entities. Used extensively to handle anything where two or more entities need to be able to communicate.
Connections are not previewed in the editor, only work once converted to native world edit.
worldDeviceNode
Mesh
Mesh nodes are used for most visible things, as they support scaling, and entities are overkill if nothing else but a visible mesh is needed
Static Mesh
Places a static mesh, from a given .mesh file. Does not have any collision, but has an option to generate a fitting collider shape.
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worldMeshNode
Rotating Mesh
Same as Static Mesh, but allows defining an axis and speed around which it will rotate.
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worldRotatingMeshNode
Cloth Mesh
Same as Static Mesh, but has simulated cloth physics (E.g. Curtains)
Does not have simulated physics until converted to native world edit.
worldClothMeshNode
Dynamic Mesh
Places a mesh with simulated rigid-body physics. Not destructible.
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worldDynamicMeshNode
Deco
Decals
Places a decal on the nearest surface, from a given .mi
file, scalable and options for alpha and flipping.
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worldStaticDecalNode
Particles
Plays a particle system, from a given .particle
file.
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worldStaticParticleNode
Effects
Plays an effect, from a given .effect
file.
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worldEffectNode
Static Audio Emitter
Plays a sound from a single point.
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worldStaticSoundEmitterNode
Water Patch
Places a water patch, with physics / swimmability.
Does not have physics / reactivity until converted to native world edit.
worldWaterPatchNode
Fog Volume
Places a fog volume of variable size.
Sometimes not visible until converted to native world edit, due to light channels.
worldStaticFogVolumeNode
Collision
Collision Shape
A scalable collision shape, can be a box, capsule or sphere. Options to choose the material, affecting impact effect.
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worldCollisionNode
Lights
Static Light
Places a static light of type point, spot or area. Lots of controls, such as color, intensity, angles, EV, flicker settings, radius, shadow / fog settings and more.
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worldStaticLightNode
AI
AI Spot
Defines a spot at which NPCs use a workspot. Must be used together with a community node.
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worldAISpotNode
Community
A collection of NPCs, with their phases, time periods and assigned spots.
Build must be converted to native world edit before community takes effect
worldCompiledCommunityAreaNode_Streamable
Area
All area type nodes work the same, requiring an outline to be defined using a group of outline markers
None of the area nodes functionality (E.g. Restrictions) are previewed, for them to take effect the build needs to be converted to native world edit
Outline Marker
Places a marker for an outline. Automatically connects with other outline markers in the same group, to form an outline. The parent group can be used to reference the contained outline.
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Is not a real node
Trigger Area
General purpose node for an area with an associated trigger. Triggers supported: Interior, Location, Quest Notifier, Prevention, Vehicle Forbidden, Content Block
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worldTriggerAreaNode
Ambient Area
Trigger used for modifying the soundstage. E.g. Muffling outdoor sounds while in an interior, or playing spatial ambient sounds.
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worldAmbientAreaNode
Kill Area
Instantly kills the player when inside the area.
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gameKillTriggerNode
Prevention Free Area
Prevents police from entering the area. Does not clear wanted level.
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worldPreventionFreeAreaNode
Water Null Area
Removes the underwater effect, and swimmability from the area. Does not remove the water mesh.
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worldWaterNullAreaNode
Dummy Area
Spawns a dummy area, which can be used for getting an outline for a gameStaticAreaShapeComponent.
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Is not a real node
Meta
Occluder
Places an occluder of variable size and shape, which will cause anything completely behind it to not be rendered.
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worldStaticOccluderMeshNode
Reflection Probe
Places a reflection probe of variable size. Can be used to make indoors have appropriate base lighting.
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worldReflectionProbeNode
Static Marker
Places a static marker node. Useful if you need a NodeRef as a reference point. Usually best placed in an AlwaysLoaded Sector.
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worldStaticMarkerNode
Spline Point
Places a point of a spline. Automatically connects with other spline points in the same group, to form a path. The parent group can be used to refernce the contained spline.
Works the same way as area outlines.
Is not a real node
Spline
Basic spline with auto-tangents, which can be referenced using its NodeRef.
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worldSplineNode
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