1. Introduction
  2. Troubleshooting
  3. 1. VR Troubleshooting
  4. Examples
  5. 2. Example Scripts
  6. 3. Example Snippets
  7. Tools
  8. 4. Object Explorer
  9. 5. Chain Viewer
  10. 6. Behavior Tree/FSM Editor
  11. Lua Scripting Reference
  12. 7. General
    1. 7.1. Notes on Return Types
    2. 7.2. Notes on Method Arguments
    3. 7.3. Best Practices
  13. 8. APIs
    1. 8.1. draw
    2. 8.2. fs
    3. 8.3. imgui
    4. 8.4. imnodes
    5. 8.5. imguizmo
    6. 8.6. json
    7. 8.7. log
    8. 8.8. re (Callbacks)
    9. 8.9. reframework
    10. 8.10. sdk
    11. 8.11. vrmod
    12. 8.12. object_explorer
    13. 8.13. thread
  14. 9. Types
    1. 9.1. VectorXf
    2. 9.2. Matrix4x4f
    3. 9.3. Quaternion
    4. 9.4. REComponent
    5. 9.5. REField
    6. 9.6. REManagedObject
    7. 9.7. REMethodDefinition
    8. 9.8. RETypeDefinition
    9. 9.9. RETransform
    10. 9.10. REResource
    11. 9.11. SystemArray
    12. 9.12. ValueType
  15. C# Scripting Reference
  16. 10. Introduction
    1. 10.1. Benchmarks
    2. 10.2. Notes on Threading

REFramework

Behavior Tree Editor

The Behavior Tree Editor is a Lua script that isn't part of REFramework. It may become native and built-in at some point.

https://github.com/praydog/RE-BHVT-Editor

Examples

The UI

Using Lua driven condition evaluators (custom actions are preferred in newer versions) to run on-hit effects for all child nodes

Using Lua driven condition evaluators (custom actions are preferred in newer versions) to dynamically adjust the game speed on hit and play on hit effects

Adding custom actions/effects to specific nodes

All of the above combined, with modification of transition states to create a custom combo that loops back around