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Nightmarecreaturebrain

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

Overview​

NightmareCreatureBrain implements the behavior tree logic for Nightmare Creatures, enabling dynamic combat responses including enemy submission to shadow-dominant targets, harassment with battle cries, and loitering patterns. It integrates with the combat, shadowsubmissive, locomotor, knownlocations, and behaviour systems to orchestrate attack, chase, taunt, and wander actions.

Usage example​

local inst = CreateEntity()
inst:AddTag("nightmarecreature")
inst:AddComponent("combat")
inst:AddComponent("shadowsubmissive")
inst:AddComponent("locomotor")
inst:AddComponent("knownlocations")
inst:AddComponent("talker")
inst.brain = NightmareCreatureBrain(inst)
inst.brain:OnStart()

Dependencies & tags​

Components used: combat, shadowsubmissive, locomotor, knownlocations, talker, behaviour Tags: Checks shadowdominance (via shadowsubmissive:ShouldSubmitToTarget)

Properties​

PropertyTypeDefault ValueDescription
_harasstargetEntity or nilnilStores the target for harassment (set when shadow submission occurs).

Main functions​

OnStart()​

  • Description: Initializes the behavior tree for the Nightmare Creature with priority-ordered branches: panic, attack, harass, loiter, and basic wander.
  • Parameters: None.
  • Returns: Nothing.
  • Error states: Requires the combat, shadowsubmissive, locomotor, and knownlocations components to be present on self.inst; otherwise the conditional checks may fail or return incorrect results.

Events & listeners​

None identified.