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Stalkerchaseandattack

Based on game build 714014 | Last updated: 2026-03-03

Overview​

Stalkerchaseandattack is a deprecated AI behavior component designed for entities that need to chase targets, engage in combat, and avoid specific objects (e.g., hazards). It inherits from ChaseAndAttackAndAvoid and hardcodes the avoidance distance to 6 units. It exists solely for backward compatibility with older mods and should no longer be used in new development.

Usage example​

-- NOT RECOMMENDED: Use ChaseAndAttackAndAvoid directly instead.
local inst = CreateEntity()
inst:AddComponent("stalkerchaseandattack")

-- Parameters for constructor:
-- findavoidanceobjectfn: function returning avoidance target or nil
-- max_chase_time: maximum time (seconds) to pursue a target
-- give_up_dist: distance beyond which target is considered lost
-- max_attacks: max consecutive attacks before breaking off
-- findnewtargetfn: optional function to locate a new target
-- walk: whether to walk instead of run when chasing
inst.components.stalkerchaseandattack:PerformAttack() -- example inherited method

Dependencies & tags​

Components used: None directly — relies entirely on inherited behavior from ChaseAndAttackAndAvoid. Tags: None identified.

Properties​

No public properties.

Main functions​

ChaseAndAttackAndAvoid._ctor(...)​

  • Description: Constructor inherited from ChaseAndAttackAndAvoid. Initializes chase, attack, and avoidance logic with fixed avoid_dist = 6. Called during StalkerChaseAndAttack construction.
  • Parameters: See ChaseAndAttackAndAvoid documentation (not included here per constraints).
  • Returns: Nothing.
  • Error states: Not applicable.

Events & listeners​

Listens to: Inherited from ChaseAndAttackAndAvoid (not specified in source). Pushes: Inherited from ChaseAndAttackAndAvoid (not specified in source).