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.