For (LogiX node)

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'For' LogiX node
  Impulse Run
  Int Count
  Bool Reverse
  Impulse LoopStart
  Impulse LoopIteration
  Impulse LoopEnd
  Int Iteration

The For node is used to fire impulses from the LoopIteration output a specific number of times when an impulse is received at Run.


  • The Count input determines how many times impulses will be fired from the LoopIteration output. The default is 0. This count, is evaluated immediately after the LoopStart impulse chain has completed, just before any impulses are fired from LoopIteration.
  • The Reverse input controls if the Iteration output value is incremented or decremented each LoopIteration. The default is False, meaning Iteration is incremented each iteration.
  • The LoopStart output fires an impulse once after an impulse is received at Run. This impulse chain will complete before any impulses are fired from LoopIteration.
  • The LoopIteration output fires impulses sequentially until the total number which have been fired is equal to the Count input. Each impulse chain started from LoopIteration completes before the following one is fired. Nodes which split the chain will cause the For node to continue with subsequent iterations without waiting for the split chain's completion.
  • The LoopEnd output fires an impulse once the final impulse chain started from LoopIteration has ended.
  • The Iteration output value is either incremented or decremented each time a new impulse is fired from LoopIteration, depending on the value of Reverse. If Reverse is False, Iteration is incremented each time an impulse is fired from LoopIteration starting with the value 0, during the first iteration, and ending with Count - 1 on the final iteration. If Reverse is True, the Iteration value is Count - 1 on the first iteration and decremented each time down to 0 on the final iteration.

Impulse chains started from this node effectively continue the one which arrived at Run, meaning that any temporary values from previous nodes are still available. All iterations from LoopIteration complete within a single frame update and therefore this can produce framerate hitches if an excessively demanding computation is performed. There is a failsafe which will put this node into an error state (node visual turns red) if a frame is delayed excessively - this helps prevent complete freezes.


Node Menu

Back Events Boolean Latch Delay Delay With Value Dynamic Impulse Receiver Dynamic Impulse Receiver With Value`1
Dynamic Impulse Trigger Dynamic Impulse Trigger With Value`1 Fire On Change Fire On False Fire On True Fire While True For
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Local Leaky Impulse Bucket One Per Frame Pulse Random Sequence Timer Update Updates Delay
Updates Delay With Value While