Lureplantbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
LureplantBrain is a behavior tree-based AI controller for lureplant entities. It inherits from the base Brain class and initializes a behavior tree with a priority node containing the ControlMinions behavior as its primary task. The StandStill behavior exists in source code but is commented out, indicating it is not currently active.
Usage example
local inst = CreateEntity()
inst:AddTag("lureplant")
inst:AddComponent("brain")
inst.components.brain:SetBrainClass("lureplantbrain")
inst.components.brain:Start()
Dependencies & tags
Components used: None identified
Tags: None identified
Properties
No public properties
Main functions
OnStart()
- Description: Initializes the behavior tree root node. Sets up a priority node with
ControlMinionsas the active behavior and assigns it toself.bt. TheStandStillbehavior is included in the code but commented out. - Parameters: None.
- Returns: Nothing.
- Error states: Relies on
ControlMinionsandBTclasses being correctly defined and instantiated; no error handling is present in this method.
Events & listeners
- Listens to: None identified
- Pushes: None identified