Eyeturretbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
EyeTurretBrain implements behavior tree logic for an eye turret entity. It inherits from Brain and configures a priority-based behavior tree that first attempts to execute StandAndAttack, and otherwise attempts to orient the entity toward the nearest valid target using FaceEntity. Target selection prioritizes players within a proximity range, excluding those with the notarget tag.
Usage example
local inst = CreateEntity()
inst:AddBrain("eyeturretbrain")
-- The behavior tree is initialized automatically upon add
Dependencies & tags
Components used: None identified
Tags: Checks notarget (on targets); no tags are added or removed by this component.
Properties
No public properties
Main functions
OnStart()
- Description: Initializes the behavior tree with a priority node. The root node first attempts
StandAndAttack(which handles targeting and attacking), then falls back toFaceEntity(which ensures the entity faces the nearest valid player within range). Runs once when the brain is started. - Parameters: None.
- Returns: Nothing.
- Error states: None — relies on
StandAndAttackandFaceEntityto handle target validity internally.
Events & listeners
None identified