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Sgstalker_minion

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

Overview

SGstalker_minion is a state graph definition that governs the behavior of stalker minion entities in DST. It defines transitions between idle, walking, emerging from the ground, and death states, along with associated logic for collision damage, physics interactions, and animation handling. It leverages several core components—locomotor, health, combat, workable, pickable, mine, and inventoryitem—to determine interactions during emergence and movement phases.

Usage example

This state graph is typically assigned to an entity by calling inst:AddStateGraph("stalker_minion"). It does not require manual instantiation or direct method calls.

local inst = CreateEntity()
inst:AddStateGraph("stalker_minion")
inst.components.locomotor:SetWalkSpeed(1)
inst.emergeimmunetime = 1.5
inst.emergeshadowtime = 3.0

Dependencies & tags

Components used:
locomotor, health, combat, workable, pickable, mine, inventoryitem, transform, animstate, soundemitter, dynamicshadow
Tags:
Adds/removes state tags: idle, moving, canrotate, busy, dead, noattack, NOCLICK
Entity tags checked: flying, locomotor, INLIMBO, NPC_workable, stump, pickable, _inventoryitem, _combat

Properties

No public properties are initialized in this state graph. It uses per-instance runtime values such as inst.emergeimmunetime and inst.movestarttime.

Main functions

This file exports a single StateGraph definition and does not define public functions beyond helper closures used internally.

Events & listeners

  • Listens to:
    death – triggers transition to "death" state if not already dead
    stalkerconsumed – triggers "death" state with "eaten" anim if not already dead
    locomote – manages transitions between "idle" and "walk" based on movement intent
    animover – triggers state transitions when animations complete (e.g., return to idle after walk/spawn)
  • Pushes:
    None—this state graph does not fire custom events.