GSC reference › Built-in
GetNodeRegion()
Built-in (engine)
Server
Returns the region of the give node, if there is one. Returns undefined otherwise.
Signature
GetNodeRegion(<node1>)
Parameters
| Name | Required? | Details |
|---|---|---|
| node1 | Required | pathnode to check |
Returns
Returns the region of the give node, if there is one.
Example (from Treyarch's docs)
if ( GetNodeRegion( myNode ) )
Real uses in BO3's scripts
Called 1 time in the decompiled scripts. A few, zombies first:
- scripts/cp/bonuszm/_bonuszm_util.gsc, line 67
var_dd83e145 = getnoderegion(node);
Related built-ins
- GetNode()Gets a node with the given name, key pair
- GetVehicleNode()Gets a vehicle node with the given name, key pair
- GetNodeArray()Gets an array of nodes that have the given name, key pair
- SetEnableNode()Disables or enabled this node.
- GetNodesInRadius()Gets all of the nodes (max of 256) within a cylinder, in unsorted order
- GetAllNodes()Gets all of the nodes in a level
- setgoalnode()Set this AI 's goal.
- IsAtCoverNodeStrict()Returns true/false if actor is at cover node.
- GetNearestNode()Returns the node nearest to this origin or undefined if no close node exists.
- GetNodeOffsetPosition()Returns the position the actor thinks the node's origin is at, this can be offset from where the actual node's position in the world is.
- GetVehicleNodeArray()Gets an array of vehicle nodes that have the given name, key pair
- NodesAreLinked()Returns true if node1 is connected to node2.
New to GSC?
Start with the basics, or paste a compile error to get the fix.
Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).