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IF reached

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The IF reached node is a persistent comparison gate. Once the specified condition between A and B is met, the node enters a "True" state and stays there until it receives a manual reset signal.

When to use this node: * Checkpoint Logic: Marking a specific puzzle step as "completed" once a sensor threshold is crossed, even if the sensor value later changes. * One-Way Triggers: Ensuring that an event (like a hidden door opening) stays triggered once players have reached the required state. * Accumulated Progress: Combining with a SUM node to trigger a permanent game state change once a total count is reached.

Connectors in

  • A [type: variant]
  • B [type: variant]
  • reset [type: action]

Connectors out

  • result [type: bool]
  • reached [type: action]
  • reset [type: action]

Node properties

  • B [type: integer]
  • operand [type: operand]