Targets

The target of a connection, and of keys like call_target, picks the nodes that receive the input.

Target Reaches
main_door Every entity with that targetname in the same map
door_* Every targetname starting with door_, only a trailing * works
@enemies Every node in the Godot group enemies, anywhere in the tree
!player The first node in the player group
!activator Whoever started the chain, !caller means the same
!self The entity that owns the output
/root/Game An absolute node path, handy for autoloads, must start with /

Targetnames are looked up inside the nearest FuncGodotMap, so two maps in one scene cannot reach each other's names. Groups, node paths and !player work across the whole tree.

Note: In Source, !caller is the entity that fired the output. Here it means the same as !activator, use !self for the entity itself.

Runtime changes

Targetname lookups are cached per map. After spawning or renaming named entities at runtime, call GodotTrenchIO.invalidate(node) with any node in that map. Renaming means changing the gt_targetname meta, the node's name plays no part.

Nodes made by a spawner have no targetname. Reach them through their group, for example @enemies.

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