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Sgglommer

Based on game build 714014 | Last updated: 2026-03-08

Overview

SGglommer is a StateGraph that defines the behavioral states and transitions for the Glommer creature (a flying boss-like entity from the Reign of Giants DLC). It handles idle behavior, locomotion (flying/walking), the "bored" bouncing animation, death/frozen states, and responses to player-triggered actions like "GOHOME". It integrates with common state handlers for sleep, electrocute, combat, and corpse states, and manipulates physics, animation, and sound via direct calls on inst.

Usage example

-- This stategraph is applied automatically to the Glommer prefab via its definition.
-- Typically no manual instantiation is required in mod code.
-- To interact with its state, modders use:
inst.sg:GoToState("flyaway") -- e.g., in response to GOHOME action

Dependencies & tags

Components used: locomotor — accessed only in frozen/thaw states to halt movement via inst.components.locomotor:StopMoving(). Tags: States apply dynamic tags such as idle, busy, frozen, thawing, flight, and noelectrocute, depending on current behavior.

Properties

No public properties. All state behavior is encapsulated within the state definitions and event handlers.

Main functions

No custom public methods are defined in SGglommer. State behavior is implemented as inline state function closures (e.g., onenter, timeline, events) and via helper functions StartFlap(inst) and StopFlap(inst) used internally.

Events & listeners

  • Listens to: Standard creature events (via CommonHandlers):

    • sleep, freeze, electrocute, attack, attacked, death, locomote, corpsechomped
    • animover — transitions from idle, bored, goo back to idle
    • onthaw — transitions from frozen to thaw
    • unfreeze — transitions from thaw to idle or hit depending on combat state
    • action — handled externally via actionhandlers, triggers "flyaway" state
  • Pushes: None (event producers are external handlers, e.g., animations, timers, actions). Timers (TimeEvent) trigger local callbacks but do not push events.

Note: The StartFlap and StopFlap functions manage a periodic task to play the "flap" sound during flying/active states. This is internal to the SG and not exposed as a public API.