WinonaCatapultbrain
Based on game build 714014 | Last updated: 2026-03-03
Overview
WinonaCatapultbrain is a behavioral AI brain component that governs the actions of Winona's catapult entity. It inherits from the base Brain class and constructs a behavior tree (BT) using a single high-priority node: StandAndAttack. This ensures the catapult remains stationary while automatically targeting and attacking the nearest valid enemy within range.
Usage example
local inst = CreateEntity()
inst:AddTag("winona_catapult")
inst:AddComponent("brain")
inst.components.brain:SetBrain("WinonaCatapultBrain")
Dependencies & tags
Components used: None identified (relies on core Brain infrastructure and BT/PriorityNode utilities).
Tags: None identified (tags such as winona_catapult or combat are expected to be set externally on the entity).
Properties
No public properties
Main functions
OnStart()
- Description: Initializes the behavior tree with a root
PriorityNodecontaining one child:StandAndAttack. This defines the primary behavior loop for the catapult. - Parameters: None.
- Returns: Nothing.
- Error states: None identified.
Events & listeners
- Listens to: None identified.
- Pushes: None identified.