Skip to main content

Killerbeebrain

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

Overview​

KillerBeeBrain implements the behavior tree for the killer bee entity. It inherits from Brain and defines a priority-based sequence of behaviors: panic triggers, attacking when able, dodging during attack cooldowns, returning home, and wandering. It relies on the combat and knownlocations components to coordinate movement and combat logic.

Usage example​

local inst = CreateEntity()
inst:AddTag("killerbee")
inst:AddComponent("combat")
inst:AddComponent("knownlocations")
inst:AddComponent("brain")
inst.components.brain:SetBrain("killerbeebrain")

Dependencies & tags​

Components used: combat, knownlocations Tags: Adds killerbee (via entity definition, not directly in this script); checks no tags in this component.

Properties​

No public properties

Main functions​

OnStart()​

  • Description: Initializes the behavior tree root node with a priority-ordered list of behaviors. Includes panic responses, attack windows (with chase-and-attack), dodge windows (with run-away), homing action, and wandering.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: None identified.

OnInitializationComplete()​

  • Description: Records the killer bee’s current world position as its “home” location using knownlocations:RememberLocation.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: None identified.

Events & listeners​

None identified.