Berniebrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
BernieBrain is a behavior tree-based AI controller for the "Big Bernie" entity. It handles dynamic transitions between states such as transforming into Big Bernie mode when near a qualifying player, taunting nearby sanity-based enemies to shift their aggro, following a designated leader, and default wandering behavior. It interacts with the combat, sanity, and timer components to make context-aware decisions.
Usage example
This component is added automatically to the prefab during initialization. Modders typically do not instantiate it directly but can inspect or extend it. A typical usage in a prefab file might be:
inst:AddBrain("berniebrain")
inst.components.sanity.dotters = true -- Enables sanity monster attraction logic
Note: The actual usage is internal to the game engine and handled by inst:AddBrain("berniebrain").
Dependencies & tags
Components used: combat, sanity, timer
Tags: Checks tags like shadowcreature, _combat, locomotor, INLIMBO, notaunt, bernieowner; does not add or remove tags itself.
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
_targets | table (of Entities) or nil | nil | List of tauntable shadow creatures currently in range. |
_leader | Entity or nil | nil | The player entity currently recognized as the leader for following/transforming. |
Main functions
OnStart()
- Description: Initializes the behavior tree for Bernie. Constructs a priority-based root node that evaluates conditions in order: Go Big (transform), taunt, check for leader presence, follow leader, or wander.
- Parameters: None.
- Returns: Nothing.
- Error states: None identified; requires the instance to have
inst.sg,inst.components.timer, and support theGoBig(leader)function.
Events & listeners
- Listens to: None identified.
- Pushes: None identified.