Node 1 – AI:AlertnessFilterThis node allows for the AI to be aware of enemy AI’s and engage them in combat. In this Mastery, the AI squad members follow my character and engage in combat with the enemy AI’s.
Inputs Name: | Type | Technical Name: | Default Value: | Descriptions: |
entityId Port | Entity | entityId | 0 | Changes the attached entity dynamically |
Threshold Port | Integer | Threshold | 1 | The alertness level needed to output the values on the Input port to the High port. If current alertness is less than this then the values are sent to the Low output port. |
Input Port | Integer | Input | 0 | The group ID of the group to get the alertness from |
Outputs
Name: | Type | Technical Name: | Default Value: | Descriptions: |
Low Port | Any | Low | None | Outputs here all values passed on Input if current alertness is less than threshold value |
High Port | Any | High | None | Outputs here all values passed on Input if current alertness is equal or greater than threshold value |
Cry Wiki - Flowgraph Nodes Viewed 7/09/10
Node 2 - AI: AIExecute
This Node allows the AI to perform a task. In this mastery, the AI’s run from point to point across the map, follow a spawning entity.

Inputs
Name: | Type: | Technical Name: | Default Value: | Descriptions: |
EntityId Port | Entity | EntityId | 0 | Changes the attached entity dynamically |
Sync Port | Any | sink | None | For synchronization only |
Cancel Port | Any | cancel | None | Cancels execution |
ObjectId Port | Entity | objectId | 0 | Entity ID of the object on which the agent should execute AI Action |
Action Port | String | soaction_action | Not specified | AI action to be executed |
MaxAlertness Port | Integer | maxAlertness | 2 | Maximum alertness which allows execution (0, 1 or 2) |
HighPriority Port | Boolean | HighPriority | 1 | Action priority - use to force the action to be finished (except if alertness get higher) |
Outputs
| Type: | Technical Name: | Default Value: | Descriptions: |
done Port | Entity | done | None | Action done |
succeed Port | Entity | succeed | None | Action done successfully |
fail Port | Entity | fail | None | Action failed |
Cry Wiki - Flowgraph Nodes Viewed 7/09/10
Node 3 – AI: AIFollowPathSpeedStance
This node allows an AI to follow a path set out by the user. Users can edit the speed and stance of the AI as well as how many times the loop is run. In this Mastery, the AI gets into a car which follows a path around the environment. 
Inputs
| Type: | technical Name: | Default Value: | Descriptions: |
entityId Port | Entity | EntityId | 0 | Changes the attached entity dynamically |
sync Port | Any | sink | None | for synchronization only |
cancel Port | Any | cancel | None | cancels execution |
PathFindToStart Port | Entity | objectId | 0 | Entity ID of the object on which the agent should execute AI Action |
Reverse Port | String | soaction_action | Not specified | AI action to be executed |
StartNearest Port | Integer | maxAlertness | 2 | maximum alertness which allows execution (0, 1 or 2) |
Loops Port | Boolean | HighPriority | 1 | action priority - use to force the action to be finished (except if alertness get higher) |
run Port | Integer | Run | 1 | 0=very slow 1=normal (walk) 2=fast (run) 3=very fast (sprint) -ve should reverse |
|
|
|
|
|
|
|
|
|
|
Stance Port | Integer | Stance | 4 | 0-prone 1-crouch 2-combat 3-combat alerted 4-relaxed 5-stealth |
path_name Port | String | path_name | Not Specified | Name of the path to follow |
|
|
|
|
|
Outputs
| Type: | technical Name: | Default Value: | Descriptions: |
done Port | Entity | done | None | action done |
succeed Port | Entity | succeed | None | action done successfully |
fail Port | Entity | fail | None | action failed |
Cry Wiki - Flowgraph Nodes Viewed 7/09/10