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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.