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6 docs tagged with "behaviour"

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Buzzardbrain

Controls the AI decision-making logic for buzzards, including food targeting, threat detection, and corpse defense or abandonment behavior.

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.

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.

Standandattack

Controls an entity to remain stationary while pursuing and attacking a target until a timeout or target death occurs, commonly used for combat AI.