Gestalt Guard Evolvedbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
GestaltGuardEvolvedBrain is a brain component that defines the behavior tree for an evolved Gestalt guard enemy. It inherits from Brain and constructs a priority-based behavior tree in OnStart, which evaluates combat state, range to target, and special abilities like teleportation to decide the appropriate action (e.g., closing range, evading, or attacking at close/mid/far ranges). It depends on the combat component to identify and validate the current target.
Usage example
local inst = CreateEntity()
inst:AddComponent("combat") -- Required for targeting
inst:AddBrain("gestalt_guard_evolvedbrain")
inst.components.combat:SetTarget(some_entity)
inst.sg:GoToState("idle") -- Triggers brain execution via OnStart if not already active
Dependencies & tags
Components used: combat
Tags: None identified.
Properties
No public properties.
Main functions
OnStart()
- Description: Initializes and sets the root behavior tree for the entity. It constructs a priority-based tree that checks for busy states, calculates distance to the current target, and selects attack or movement actions based on that distance and special teleportation logic.
- Parameters: None.
- Returns: Nothing.
- Error states: Expects
self.inst.components.combatto be present and valid. Behavior tree execution will stall or misfire if the target is invalid or missing.
Events & listeners
None identified.