📄️ Approach
A behavior node that moves an entity toward a target until it reaches a specified distance.
📄️ Attackwall
An AI behavior node that rotates the entity toward nearby walls within a narrow angular cone and attempts to attack the nearest valid target.
📄️ Avoidelectricfence
A behavior node that forces an entity to flee away from an active electric fence when it detects proximity or shock events.
📄️ Avoidlight
Controls an entity's movement to avoid being in direct light by changing direction periodically or when transitioning between light and shadow.
📄️ Beargeroffscreen
Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.
📄️ Chaseandattack
A behavior node that orchestrates chasing and attacking logic by interacting with the combat, locomotor, and health components.
📄️ Chaseandattackandavoid
Manages AI behavior to chase, attack a target, and avoid obstacles when they are closer than a specified distance.
📄️ Chaseandram
A behavior node that executes a charged ram attack toward a target, managing pursuit, alignment, and termination conditions such as distance, time, or attack count limits.
📄️ Chattynode
A behavior node that periodically triggers speech or chatter from an entity during AI behavior execution.
📄️ Controlminions
Controls minion behavior to harvest, pick, or pick up nearby target entities within a defined radius.
📄️ Doaction
Executes a dynamically retrieved action on an entity and manages its lifecycle within a behaviour tree.
📄️ Faceentity
A behavior node that orients an entity toward a target entity, optionally triggering alert states and stopping locomotion during the facing operation.
📄️ Findclosest
AI behaviour node that finds and moves toward the nearest entity matching specified tag filters.
📄️ Findfarmplant
Selects a suitable farm plant for tending based on stress state and proximity, then initiates movement to it.
📄️ Findflower
Selects the nearest unoccupied flower within sight and plans a pollination action for the entity.
📄️ Findlight
A behavior tree node that moves an entity toward the nearest valid light source and maintains a safe distance within it.
📄️ Follow
Controls an entity's movement to maintain a specified distance from a target, supporting approach, retreat, and idle behaviors based on distance thresholds.
📄️ Leash
Controls entity movement to enforce a "leash" distance from a home point, guiding the entity toward home if it strays too far.
📄️ Leashandavoid
Manages AI movement to return an entity toward a home location while optionally avoiding specified obstacles, used primarily for leash-based behavior in world navigation.
📄️ Minperiod
Enforces a minimum time interval between successful executions of a child behaviour node in the AI decision tree.
📄️ Panic
Causes an entity to move in a random direction repeatedly with brief pauses, simulating a panic-flee behavior.
📄️ Panicandavoid
Triggers panicked movement in a random direction while avoiding nearby threats when a specified avoidance condition is met.
📄️ Runaway
Causes an entity to flee from a detected hunter or threat by calculating a safe escape direction and moving away, optionally returning home if near a safe location.
📄️ Stalkerchaseandattack
A deprecated AI behavior component that implements chasing, attacking, and avoidance logic by delegating to ChaseAndAttackAndAvoid with fixed avoidance distance.
📄️ Standandattack
Controls an entity to remain stationary while pursuing and attacking a target until a timeout or target death occurs, commonly used for combat AI.
📄️ Standstill
A behavior node that forces an entity to stop moving and remain stationary, conditionally invoking start/keep functions to determine ongoing validity.
📄️ Useshield
Controls shield mechanics by determining when an entity should enter or exit a shielded state based on recent damage, fire, projectiles, or fear events.
📄️ Wander
Controls an entity to move randomly within a defined area relative to a home position, using pathfinding and obstacle avoidance to navigate.