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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 PriorityNode containing 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.