Skip to main content

Trigger Node

Overview

Trigger Nodes are stateful gate nodes used to control when a graph is allowed to execute. They evaluate connected condition nodes and cache their result until explicitly reset.

Trigger Nodes do not execute gameplay logic themselves. Instead, they determine whether connected Root Nodes are allowed to run.


Purpose

Trigger Nodes are used to:

  • Gate graph execution behind one or more conditions

  • Cache condition results across graph calls

  • Control one-time or persistent execution

  • Provide precise control over when Root Nodes activate

They are especially useful for implementing cooldowns, state-based triggers, and one-shot logic.


Execution Behavior

  • When the graph is evaluated, the Trigger Node checks all connected condition-type nodes.

  • If all connected conditions evaluate to True, the Trigger Node becomes triggered.

  • Once triggered, the result is cached and reused on subsequent graph evaluations.

  • The cached result remains valid until the Trigger Node is reset.

Trigger Nodes do not perform actions or control flow directly; they only determine whether execution may proceed.


Port Connection Rules

Trigger conditions determine when the node becomes triggered. Reset conditions determine when the cached result is cleared.

  • Output Ports

    • Trigger Output Port can connect only to:

      • Root Nodes

The output represents whether the Trigger Node is currently in a triggered state.


Root Node Interaction

  • A Root Node may have multiple Trigger Nodes connected to it.

  • The Root Node will execute only if all connected Trigger Nodes evaluate to True.

  • If any Trigger Node is not triggered, the Root Node will not execute.

This allows multiple independent trigger requirements to gate the same execution logic.


Reset Behavior

Trigger Nodes support two reset mechanisms:

  • Auto Reset

    When Auto Reset is enabled:

    • The Trigger Node automatically resets after the connected Root Node finishes execution.

    • The trigger conditions must be met again before execution can occur.

  • Manual Reset (Condition-Based)

    When Auto Reset is disabled:

    • The Trigger Node retains its cached result.

    • The cached state remains until all connected reset conditions evaluate to True.

This allows Trigger Nodes to represent persistent or one-shot states.


Common Use Cases

Typical Trigger Node use cases include:

  • Cooldown-based activation

  • One-time combat or ability triggers

  • State-based execution gates

  • Multi-condition activation logic

  • Persistent unlocks or flags

Trigger Nodes are usually placed before Root Nodes to explicitly define when execution is allowed.


Design Philosophy

Trigger Nodes are designed to be:

  • Stateful (cache evaluation results)

  • Deterministic (clear activation and reset rules)

  • Composable (multiple triggers can gate one Root Node)

By separating trigger logic from execution logic, graphs remain readable, predictable, and flexible.


Summary

  • Trigger Nodes gate Root Node execution

  • They cache condition results

  • They only output to Root Nodes

  • They support auto and condition-based reset