LogicCompare
Holds two float values and compares them, firing an output for the result.
Properties
Name Type Description
Initial Value Float The starting value of the first operand. Initial Comparison Value Float The starting value of the second operand that the first is compared against. Inputs
Name Parameter Description
SetValue Float Sets the first value. SetComparison Float Sets the second value that the first will be compared against. Compare — Performs the comparison and fires the appropriate output. Does not change either value. Outputs
Name Pass Variables Description
OnGreaterThan
!value
!comparison Fires if the first value is greater than the second. OnLessThan
!value
!comparison Fires if the first value is less than the second. OnEqualTo
!value
!comparison Fires if the first value equals the second. OnNotEqualTo
!value
!comparison Fires if the first value does not equal the second. Pass variable details:
!value The current first value at the time of comparison. !comparison The current second value at the time of comparison. !value The current first value at the time of comparison. !comparison The current second value at the time of comparison. !value The current first value at the time of comparison. !comparison The current second value at the time of comparison. !value The current first value at the time of comparison. !comparison The current second value at the time of comparison. Universal Inputs
These inputs are available on every entity in the engine, not just this one.
Name Parameter Description
GetValue String Reads the named exposed value from this entity and injects it into the pass variable pool. See Advanced Outputs for details. AddVelocity x,y,z Adds the given vector to the entity's current velocity. SetVelocity x,y,z Sets the entity's velocity to the given vector, discarding any current velocity. SetPosition x,y,z Teleports the entity to the given world position. SetScale x,y,z Sets the entity's scale. SetRotation x,y,z Sets the entity's rotation from Euler angles in degrees. AddImpulse x,y,z Applies an instantaneous physics impulse to the entity. Destroy — Despawns this entity on the next frame. Notes
Both values are saved and restored across saves, so a compare entity that has had its values changed at runtime will remember those changes after a load.