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8 docs tagged with "behaviour"

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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.

Chaseandattack

AI behaviour node that makes entities chase and attack a target with configurable limits.

Doaction

Executes a dynamically retrieved action on an entity and manages its lifecycle within a behaviour tree.

Minperiod

Enforces a minimum time interval between successful executions of a child behaviour node in the AI decision tree.

Panic

Causes an entity to move in a random direction repeatedly with brief pauses, simulating a panic-flee behavior.

Runawaytodist

BehaviourNode that calculates and moves to a safe distance away from a hunter entity; returns SUCCESS when safe distance is achieved.

Sgbearger

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.

StandAndAttack

BehaviourNode that makes an entity stand in place and attack a target until it dies or timeout expires.