Machinations Documentation
  • What is Machinations?
  • ☉Getting Started
    • Explore
    • Interface
    • Framework Basics
    • How-To Videos
  • ▷ Simulations
    • Run Modes
    • Charts
  • ⦽ Basic Nodes
    • Pools
    • Sources
    • Drains
  • ⇢ Connections
    • Resource Connections
    • State Connections
      • Label Modifiers
      • Node Modifiers
      • Triggers
      • Activators
    • Labels
  • ⧰ Advanced Nodes
  • Converters & Traders
  • Gates
    • Sorting Gates
    • Trigger Gates
    • Mixed Gates
  • Registers
    • Math.js Functions
  • Delays & Queues
  • End Conditions
  • Artificial Player
  • ✑ Nodes Properties
    • Activation Modes
    • Pulling & Pushing Resources
    • Filter (Colour Coding)
  • ⚯ Collaboration
    • Live Collaborative Editing
    • Public Diagrams
    • Google Sheets
    • Tags
  • ♔ Accounts
    • User Profile
    • Pricing
    • Billing Policy
    • Team Management
  • ☆ Tips
    • Shortcuts
    • Best Practices
  • ⚙️Unity Plugin (UP) & API
    • Game Engine Plugin
    • Quick Start
    • Main Concepts
    • Real-Time Sync
    • Unity Integration Guide
    • Known Issues
    • Key Features
      • Game-Aware Analytics
      • Local Cache
      • Game State Awareness
      • Data Formats & Handoff
  • ≏ Evolution
    • Changelog
    • Framework Diff Log
  • 〄 Localisations
  • 🇷🇺 RU by Lev "evlko" Kobelev
Powered by GitBook
On this page
  1. ⇢ Connections
  2. State Connections

Activators

PreviousTriggersNextLabels

Last updated 5 years ago

Activators connect two .

They activate or inhibit their target Node based on the state of their origin Node and a specific Condition.

The Activator’s Label specifies this Condition.

Conditions are written as an arithmetic expression (for example, ==0,=4, or !=2) or a range of values (such as 3-6).

If the state of the origin Node meets this Condition, then the target Node is activated (it can fire). When the Condition is not met, the target Node is inhibited (it cannot fire).

Watch this example of how Label Activators work. Notice how state changes in Pool A affect each Target Source, according to the Label on their respective State Connections.

🔧
Nodes