Carnivalgame Herding Chick Brain
Controls the AI behavior of a herding minigame chick, managing movement via wandering and runaway responses relative to a home location and station markers.
Controls the AI behavior of a herding minigame chick, managing movement via wandering and runaway responses relative to a home location and station markers.
AI behaviour node that makes entities chase and attack a target with configurable limits.
Executes a dynamically retrieved action on an entity and manages its lifecycle within a behaviour tree.
Enforces a minimum time interval between successful executions of a child behaviour node in the AI decision tree.
Causes an entity to move in a random direction repeatedly with brief pauses, simulating a panic-flee behavior.
BehaviourNode that calculates and moves to a safe distance away from a hunter entity; returns SUCCESS when safe distance is achieved.
This stategraph defines the complete animation state machine for the Bearger boss entity, including combat states (melee, combo, ground pound, butt slam, yawn), locomotion (walk, run, stand transitions), sleep mechanics, and common state integrations.
BehaviourNode that makes an entity stand in place and attack a target until it dies or timeout expires.