Add Tag
Adds a tag to the input object or player.
Adds a tag to the input object or player.
Adds tags to the input object or player.
Outputs the current line of sight parameters from the input AI.
Outputs the current combat target of an inputted AI.
Outputs if the input AI has line of sight to the input target.
Command an AI to look at the input target. If you want the AI to look in a passed in vector as a direction, set the “Look Target Is Direction” parameter to True. To make an AI stop looking, use the AI Stop Looking node.
Commands the AI to path to the input target destination.
Commands an AI to turn an inputted number of degrees. To command the AI to back to default rotating behavior, use the AI Stop Looking node.
Sets an AI’s various LoS paramters. The “Cone” setting acts like a vision cone that sits in front of AIs like eyes, where the “Circle” setting acts like a radius around the AI. The Require LoS For Targetting parameter defines if AIs can see you through walls.
Sets the speed for an inputted AI. This same setting can be determined by configuring the AI itself.
Set an AIs Path Point.
Sets the input AI’s current target.
RRO Quest AI black box. This node tells the input AI to start their C# defined combat behavior. Note: this behavior varies per AI.
Tells the input AI to stop its C# defined combat behavior.
Command the input AI to cancel its current Rotate and Look At commands. Call this before telling an AI to path after having it Rotate/Look At so it rotates properly while moving again.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Choose from a selection of ambient audio tracks, for use with the Audio Player.
Returns the current frame of the given animation controller component.
Returns whether or not the Animation Controller is currently playing.
Returns the normalized speed of the given Animation Controller.
Returns the current time stamp of the given animation controller. The value is not impacted by the animation speed.
Pauses the Animation Controller. The Animation Controller resumes at the same moment next time play is activated.
Tells the Animation Controller to play its animation using the Playback Mode set in the Animation Controller's configuration menu.
Sets the Animation Controller's animation to a specific frame number.
Sets the Animation Controller's play speed. Default value is 1. Negative values play the animation in reverse.
Sets the time stamp of the given animation controller to the given time in seconds. The time stamp is not impacted by the animation speed.
Stops the Animation Controller. The Animation Controller restarts from the beginning next time play is activated.
Returns the length in seconds of the given audio reference.
Returns the most recent audio reference that the target Audio Player has started playing.
Returns the furthest distance from the target Audio Player that the audio can be heard from.
Returns True if the target Audio Player is playing.
Returns the speed multiplier of the target Audio Player.
Returns the current time stamp of the target Audio Player in seconds.
Returns the volume multiplier of the target Audio Player.
InputsOutputsexec | No name.exec | No name.audio player | Target
InputsOutputsexec | No name.exec | No name.audio player | Targetaudio | Audio
Sets the maximum distance that audio from the target Audio Player can be heard from.
Sets the speed multiplier that the target Audio Player will play at.
Sets the time stamp of the target Audio Player in seconds.
Sets the volume multiplier that the target Audio Player will play at.
InputsOutputsexec | No name.exec | No name.audio player | Target
Returns the color of the target Beacon object.
Outputs True if the target Beacon object is enabled.
Returns the height of the target Beacon object.
Sets the color of the target Beacon object.
Sets the enabled state of the target Beacon object.
Sets the height of the target Beacon object.
Outputs a target Button's Pressed property.
Outputs a target Button's Text property.
Sets an input Button's Text property.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Outputs the ground position of an input combatant.
Outputs the Health property of the input combatant.
Outputs True if the input combatant is alive.
Outputs the input combatant's current velocity and speed.
Deals damage to the given target combatant with various parameters.
Sets the Health property of an input combatant.
Sets the Max Health property of the input combatant.
Splits the input Combatant into Player and AI types. Use this off of Combatant outputs to directly access the Player or AI.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Equip a Player with a costume.
Get Player wearing a costume.
Unequip a costume.
Returns the current Billboarding Pivot Offset on the target Dialogue.UI. This is used to allow a dialogue to billboard but also have it be placed next to a character and pivot around them.
Returns the current text of the target Dialogue UI’s main body for the local player, and whether or not it’s currently interactive.
Returns whether or not the target Dialogue UI is enabled for the local player.
Returns whether or not the target Dialogue UI’s title bar is visible for the local player.
Returns the current title of the target Dialogue UI for the local player.
Sets the Billboarding Pivot Offset on the target Dialogue.UI. This is used to allow a dialogue to billboard but also have it be placed next to a character and pivot around them.
Set the visibility and text of up to four buttons on the target Dialogue UI for the local player. Text will truncate after 512 characters. Buttons are automatically interactive when enabled. Each button will fire a Button Pressed event in the Dialogue UI’s board scope when pressed. Button visibility is dependent on the Dialogue UI being enabled.
Sets the text of the target Dialogue UI’s main body for the local player. Text will truncate after 256 characters. If “Is interactive” is true, an arrow will appear in the lower right when the text has fully animated in, and the whole panel will be clickable for the player. The Next Pressed event will fire in the Dialogue UI’s board scope when this interactive panel is clicked.
Toggles whether or not the target Dialogue UI is enabled for the local player.
Toggles visibility of the target Dialogue UI’s title bar for the local player. Visibility is dependent on the Dialogue UI being enabled.
Sets the title field of the target Dialogue UI for the local player. Text will truncate after 48 characters.
Returns the player who rolled the dice.
Returns the result of the dice.
Outputs an exec when the dice finished rolling.
This chip does not exist in Rooms V2.
This chip does not exist in Rooms V2.
This chip does not exist in Rooms V2.
This chip does not exist in Rooms V2.
Returns True if the target Emitter is looping.
Returns True if the target Emitter is playing.
Returns the size multiplier of the target Emitter.
Returns the speed multiplier of the target Emitter.
Sets the color for the particles emitted.
Sets the color for the particles emitted.
Makes the emitter emit continuously or not.
Sets the size of the particles emitted.
Sets the speed particles are emitted.
Starts emitting particles.
Stops emitting particles.
InputsOutputsexec | No name.exec | No name.explosion emitter | Target
InputsOutputsexplosion emitter | Targetint | Damage
InputsOutputsexplosion emitter | Targetcolor | Color
InputsOutputsexplosion emitter | Targetfloat | Radius
Returns the player set by the Explosion Emitter Set Firing Player chip.
InputsOutputsexec | No name.exec | No name.explosion emitter | Targetint | Damage
InputsOutputsexec | No name.exec | No name.explosion emitter | Targetcolor | Color
InputsOutputsexec | No name.exec | No name.explosion emitter | Targetfloat | Radius
Sets the firing player of the target Explosion Emitter. If none is set, the component will use the authority player.
Converts the input Rec Room Object to the object's subtype.
Gets the first tag of an object or player.
Gets the forward direction of a target, output as a vector.
Gets the forward direction of a target, output as a vector.
Outputs the position of the input object as a vector3.
Outputs the position of the input object as a vector3.
Outputs the rotation of the target as a quaternion.
Outputs a list of tags the input object or player has.
Outputs the up direction of the input target, output as a vector3.
Outputs the up direction of the input target, output as a vector3.
Returns the velocity of a Player or a Rec Room Object.
Returns the velocity of a Player or a Rec Room Object.
Execution sends the specified player to a preconfigured destination. Use a destination constant or variable to specify the destination of this chip. Follow settings are a property of the destination.
Returns whether the Grabber is currently holding an object, and a reference to that object if so. If no object is held, returns Invalid Object.
On execution, the target Grabber will attempt to grab the specified object. If Steal From Player is true, it will steal the object from a player who has it held or holstered. If Snap to Grabber is true, the object will be moved to the Grabber’s position. If Snap to Grabber is false, the distance between Grabber and object at the moment of execution will be maintained until the object is released.
On execution, the target Grabber will release anything it’s holding. If an object is dropped, a reference to that object will be passed as an output. If nothing is dropped, it will return Invalid Object.
On execution, the target grabber will lock or unlock the object being held. If true, the held object will interactable for a player to steal. If false, the held object will not be interactable for a player to steal.
InputsOutputsexec | No name.exec | No name.ground vehicle | Targetint | Boost amount
InputsOutputsexec | No name.exec | Successground vehicle | Targetexec | Failure
InputsOutputsground vehicle | Targetint | Boost amount
InputsOutputsground vehicle | Targetbool | Driving Enabled
InputsOutputsground vehicle | Targetfloat | Torque Multiplier
InputsOutputsground vehicle | Targetplayer | Playerint | Seat index
InputsOutputsground vehicle | Targetfloat | Friction Multiplier
InputsOutputsexec | No name.exec | No name.ground vehicle | Targetbool | Enabled
InputsOutputsexec | No name.exec | No name.ground vehicle | Targetfloat | Torque multiplier
InputsOutputsexec | No name.exec | Successground vehicle | Targetexec | Failureint | Seat indexplayer | Player
Wheel Friction affects how good the wheels are at gripping the ground - lower values decrease traction and make the wheels slip more and higher values can increase traction and make the wheels slip less. 1 is the default value for Wheel Friction.
InputsOutputsexec | No name.exec | Successground vehicle | Targetexec | Failureplayer | Player
InputsOutputsexec | No name.exec | Successground vehicle | Targetexec | Failureint | Seat index
This chip has been deprecated. Please move to a different chip.
InputsOutputsexec | No name.exec | No name.gun handle | Targetfloat | Angle Xfloat | Angle Yfloat | Durationfloat | Return Duration
Returns whether the given gun handle will fire continuously.
InputsOutputsgun handle | Targetint | Ammo
InputsOutputsgun handle | Targetvector3 | Directionrec room object | Source
InputsOutputsgun handle | Targetbool | Is Reloading
InputsOutputsgun handle | Targetint | Max Ammo
InputsOutputsgun handle | Targetfloat | Rate Of Fire
InputsOutputsgun handle | Targetfloat | Reload Duration
InputsOutputsgun handle | Targetbool | Can Reload
This chip has been deprecated. Please move to a different chip.
InputsOutputsexec | No name.exec | No name.gun handle | Targetbool | Enabled
This chip has been deprecated. Please move to a different chip.
Sets whether the given gun handle will fire continuously.
InputsOutputsexec | No name.exec | No name.gun handle | Targetint | Ammo
InputsOutputsexec | No name.exec | No name.gun handle | Targetint | Max Ammo
InputsOutputsexec | No name.exec | No name.gun handle | Targetfloat | Rate Of Fire
InputsOutputsexec | No name.exec | No name.gun handle | Targetfloat | Reload Duration
InputsOutputsexec | No name.exec | No name.gun handle | Targetbool | Can Reload
Gets the primary action label on the target handle type object
Gets the tags that a handle is using in its Tag Filter. The Tag Filter must be enabled in the handle's configure menu for this to work.
Sets the primary action label on the target handle type object
Sets the tags that a handle is using in its Tag Filter. The Tag Filter must be enabled in the handle's configure menu for this to work.
Outputs True if the input object or player has the input tag.
Runs Has Tag if the input object or player has the input tag, otherwise runs Does Not Have Tag
Gets the required hold time for the target Interaction Volume.
Gets the interaction prompt of an Interaction Volume.
Returns False if the Interaction Volume is enabled, and True if it is locked.
Gets the normalized hold progress for the target Interaction Volume.
Sets the required hold time for the target Interaction Volume.
Sets the interaction prompt of an Interaction Volume.
Disables or enables an Interaction Volume (but reversed).
Sets the normalized hold progress for the target Interaction Volume.
Outputs True if the target Invisible Collision object is set to collide with players.
Outputs True if the target Invisible Collision object is enabled.
Sets the player collision state of a target Invisible Collision object.
Sets the enabled state of a target Invisible Collision object.
InputsOutputslaser pointer | Targetcolor | Color
InputsOutputslaser pointer | Targetbool | Enabled
InputsOutputslaser pointer | Targetfloat | Length
InputsOutputsexec | No name.exec | No name.laser pointer | Targetcolor | Color
InputsOutputsexec | No name.exec | No name.laser pointer | Targetbool | Enabled
InputsOutputsexec | No name.exec | No name.laser pointer | Targetfloat | Length
Returns the angle in degrees of the target Dome Light or Spotlight.
Returns the color of the target light.
Returns True if the target light is emitting light.
Returns the intensity of the target light.
Returns the range of the target light.
Returns the softness value of the target light.
Returns the specular contribution of the target light.
Sets the angle of the spotlight's cone.
Sets the angle of the spotlight's cone.
Sets the color for a point light or a spotlight.
Sets the color for a point light or a spotlight.
Sets the brightness level for a point light or a spotlight.
Sets the brightness level for a point light or a spotlight.
Sets the range of a point light or a spotlight.
Sets the range of a point light or a spotlight.
InputsOutputsexec | No name.exec | No name.light | Targetfloat | Softness
InputsOutputsexec | No name.exec | No name.light | Targetfloat | Specular Contribution
Turns off the point light or the spotlight.
Turns on the point light or the spotlight.
Reads or writes a variable in the current scope based on the name.
InputsOutputsexec | No name.exec | No name.List\<rec room object\> | No name.List\<rec room object\> | No name.
A list of Rewards
Choose from a selection of music tracks, for use with the Audio Player.
Gets the acceleration of a piston.
Outputs the current distance of the target Piston.
Outputs the max distance of the target Piston.
Returns the speed of a piston.
Outputs the set distance of the Marker on a target Piston.
Sets the acceleration of the target Piston.
Moves the target piston to the input distance.
Sets the max distance of a target Piston.
Sets the speed of a target Piston.
Sets the Marker distance of a target Piston.
Adds a tag to the list of player tags that the provided player can target with aim assist.
Gets the list of player tags that the provided player can target with aim assist.
Returns the costume that the given player is currently wearing.
Removes a tag from the list of player tags that the provided player can target with aim assist.
Sets the list of player tags that the provided player can target with aim assist.
Reads or writes a variable in the current scope based on the name.
Reads or writes a variable in the current scope based on the name.
InputsOutputsexec | No name.exec | No name.projectile launcher | Targetvector3 | Direction
Returns the player set by the Projectile Launcher Set Firing Player chip.
InputsOutputsprojectile launcher | Targetfloat | Lifetime
InputsOutputsprojectile launcher | Targetfloat | Speed
InputsOutputsprojectile launcher | Targetfloat | Spread
Sets the firing player of the target Projectile Launcher. If none is set, the component will use the authority player.
InputsOutputsexec | No name.exec | No name.projectile launcher | Targetfloat | Lifetime
InputsOutputsexec | No name.exec | No name.projectile launcher | Targetfloat | Speed
InputsOutputsexec | No name.exec | No name.projectile launcher | Targetfloat | Spread
InputsOutputsranged weapon | Targetcolor | Color
InputsOutputsranged weapon | Targetint | Damage
InputsOutputsranged weapon | Targetint | Damage
InputsOutputsranged weapon | Targetcolor | Color
Returns the damage value that projectiles from the target launcher will do when hitting Rec Room Objects.
InputsOutputsranged weapon | Targetint | Damage
InputsOutputsexec | No name.exec | No name.ranged weapon | Targetcolor | Color
InputsOutputsexec | No name.exec | No name.ranged weapon | Targetint | Damage
InputsOutputsexec | No name.exec | No name.ranged weapon | Targetint | Damage
InputsOutputsexec | No name.exec | No name.ranged weapon | Targetcolor | Color
Sets the damage value that projectiles from the target launcher will do when hitting Rec Room Objects.
InputsOutputsexec | No name.exec | No name.ranged weapon | Targetint | Damage
Searches the room for all objects with the input tag and outputs them as a list.
Searches the room for all objects with the input tag and outputs them as a list.
Outputs the authority Player of the input object.
Gets the first object with the input tag.
Gets the player currently holding this object. Does not account for when objects are equipped but not directly grabbed. Returns Invalid Player if the object is not being held.
Outputs True on the player's machine who has authority of the input.
Returns the player who last held or equipped an object.
Resets an object.
Sets the authority player of the input Rec Room Object.
InputsOutputsexec | No name.exec | No name.rec room object | No name.rec room object | No name.
Removes a tag from the input object or player.
Removes the input list of tags from the input object or player.
Sets the velocity of the input target, similar to Velocity Set, but reapplies every physics tick until either the input duration has elapsed, the authority of the input target has changed, or another impulsing CV2 chip has been executed against the same input target.
Sets the position and rotation of the target player or object. Players will rotate about the vertical axis only. Will fail in the following cases: If the target object is currently held, selected/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Sets the position and rotation of the target player or object. Players will rotate about the vertical axis only. Will fail in the following cases: If the target object is currently held, selected/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
This chip does not exist in Rooms V2.
InputsOutputsexec | No name.exec | No name.player spawn point v2 | Spawn Pointstring | Tag
This chip does not exist in Rooms V2.
InputsOutputsexec | No name.exec | No name.player spawn point v2 | Spawn Pointstring | Tag
InputsOutputsplayer spawn point v2 | Targetbool | Active
This chip does not exist in Rooms V2.
InputsOutputsexec | No name.exec | No name.player spawn point v2 | Spawn Pointstring | Tag
This chip does not exist in Rooms V2.
InputsOutputsexec | No name.exec | No name.player spawn point v2 | Spawn Pointstring | Tag
InputsOutputsexec | No name.exec | No name.player | Playerbool | Clear Velocitybool | Use Rez Effects
InputsOutputsexec | No name.exec | No name.player spawn point v2 | Spawn Pointplayer | Playerbool | Clear Velocitybool | Use Rez Effects
InputsOutputsexec | No name.exec | No name.player spawn point v2 | Targetbool | Active
Outputs the rotation of a target Rotator in degrees.
Outputs the acceleration of a target Rotator.
Outputs the speed of a target Rotator.
Outputs the rotation of the Marker on the target Rotator.
Sets the rotation of a target Rotator.
Sets the acceleration of a target Rotator.
Sets the speed of a target Rotator.
Sets the rotation of the Marker on a target Rotator.
Record and store custom a custom audio sample, for use with the Audio Player.
Returns True if the target Seat is set to lock players in.
Returns True if the target Seat is set to lock players out.
Outputs the currently seated player of a target Seat.
Prevents a Seated player from unseating themselves on a target Seat. Use circuits to unseat or unlock.
Prevents players from sitting in a target seat.
Seats an input player on a target Seat.
Unseats a currently seated player on a target Seat.
Sets the position of the target player or object. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Sets the position of the target player or object. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Sets the position of the target player or object in the coordinate space defined by the reference object. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Sets the rotation of the target player or object. Players will rotate about the vertical axis only. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Sets the rotation of the target player or object in the coordinate space defined by the reference object. Fails if the target object is marked as static (as all child objects are by default) or if it or its parent is selected/frozen by the maker pen. Will also fail on players that are seated.
Sets the transform (position and rotation) of the target player or object. Players will rotate about the vertical axis only. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.
Sets the transform (position and rotation) of the target player or object in the coordinate space defined by the reference object. Fails if the target object is marked as static (as all child objects are by default) or if it or its parent is selected/frozen by the maker pen. Will also fail on players that are seated.
Choose from a selection of SFX, for use with the Audio Player.
InputsOutputssfx | Targetbool | Value
Outputs the volume of an SFX object.
Plays a sound from an SFX object.
Sets the volume for an SFX object.
Stops the sound currently playing from an SFX object.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
InputsOutputsaudio | No name.
This chip requires beta content to be enabled in the room. You can access the setting in "This Room -> Settings".
Returns the color of the target Text gadget.
Outputs the visible text for a Text object.
Sets the color for a Text object.
Sets the color for a Text object.
Sets the material for a Text object.
Set the visible text for a Text object.
Covert a player or an AI value into a Combatant value.
Casts a target specific object to a Rec Room Object.
Outputs True if the toggle button is pressed.
Sets a Toggle Button state to pressed.
Get the active touch position from the local player's interaction
Sets the interaction label (used by Screen players)
Sets if the Touchpad can be interacted with or output touch events
Gets the interaction label (used by Screen players)
Gets if the Touchpad can be interacted with or output touch events
Returns the color of the target Motion Trail object.
Outputs True if the target Motion Trail object is enabled.
Returns the lifetime of the target Motion Trail object.
Returns the max opacity of the target Motion Trail object.
Sets the color of the target Motion Trail object.
Sets the enabled state of the target Motion Trail object.
Sets the lifetime of the target Motion Trail object.
Sets the max opacity of the target Motion Trail object.
This chip has been deprecated. Please move to a different chip.
True if the primary action button is down; otherwise, False.
This chip has been deprecated. Please move to a different chip.
Gets the role name that is being used as a filter for a Trigger Volume.
Gets the number of objects currently inside a Trigger Volume. This is not synchronized with the Trigger Volume's events!
Gets the tags that are being used as the object filter for a Trigger Volume.
Gets all of the objects currently inside a Trigger Volume. This is not synchronized with the Trigger Volume's events!
Gets the number of players currently inside a Trigger Volume. This is not synchronized with the Trigger Volume's events!
Gets the tags that are being used as the player filter for a Trigger Volume.
Gets all of the players currently inside a Trigger Volume. This is not synchronized with the Trigger Volume's events!
Sets the role name that is being used as a filter for a Trigger Volume.
Sets the tags that are being used as the object filter for a Trigger Volume. An object is considered by the Trigger Volume, if it has any of the tags in this list.
Sets the tags that are being used as the player filter for a Trigger Volume. A player is considered by the Trigger Volume, if they have any of the tags in this list.
InputsOutputsexec | No name.exec | No name.rec room object | Objectbool | Success
Gets the direction and magnitude of the Vector Component.
Adds velocity to the input target. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
Adds velocity to the input target. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
The input target's velocity parallel to the input direction vector is reflected along the input direction and velocities perpendicular to it, are maintained. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
Momentarily sets the velocity of the input target in the input direction. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
Momentarily sets the velocity of the input target in the input direction. The input velocity will be multiplied by the magnitude of the vector provided in the input direction.
Return whether target welcome mat is enabled (true) or disabled (false)
Set target welcome mat to be enabled (true) or disabled (false)