Supported nodes

This page covers all supported nodes / what each object type in OS does

Entity

Variant Name
Purpose
Notes
Node Name (In Engine)

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

Variant Name
Purpose
Notes
Node Name (In Engine)

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

Variant Name
Purpose
Notes
Node Name (In Engine)

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

Variant Name
Purpose
Notes
Node Name (In Engine)

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

Variant Name
Purpose
Notes
Node Name (In Engine)

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

Variant Name
Purpose
Notes
Node Name (In-Engine)

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

Variant Name
Purpose
Notes
Node Name (In-Engine)

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

Variant Name
Purpose
Notes
Node Name (In-Engine)

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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