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AI component documentation
This page covers all of the AI components that can be added to an entity. It should be noted that each entity can only have one AI type active.
The most basic form of AI, used for the base AI of bees. This simply causes the entity to wander around in an approximate circle area.
MovementComponent
The constructor takes no arguments, e.g. new BeeAi()
.
A generic bird AI that causes the entity to fly around and land on perches.
MovementComponent
GrowthComponent
PercherComponent
The constructor takes no arguments, e.g. new BirdAi()
.
A generic AI that causes the entity to follow its parent if it is young, or simply wander around if it is older.
MovementComponent
GrowthComponent
The constructor takes two float arguments defining the minimum and maximum amounts of time (in seconds) that the entity will stay idle for, e.g. new PatrolAi(5, 10)
allows the entity to remain idle for between 5 and 10 seconds.
Very similar to the PatrolAi
, but allows the entity to swim whilst wandering.
MovementComponent
GrowthComponent
The constructor takes two float arguments defining the minimum and maximum amounts of time (in seconds) that the entity will stay idle for, e.g. new PatrolWithSwimAi(5, 10)
allows the entity to remain idle for between 5 and 10 seconds.
Causes the entity to swim around under water. This should only be used for entities that are placed in the water.
MovementComponent
The constructor takes no arguments, e.g. new SwimAi()
.
Provides the same behaviour as PatrolWithSwimAi
but treats the first entity model as an egg stage, where the entity has to wait to hatch.
MovementComponent
GrowthComponent
The constructor takes two float arguments defining the minimum and maximum amounts of time (in seconds) that the entity will stay idle for, e.g. new TortoiseAi(5, 10)
allows the entity to remain idle for between 5 and 10 seconds.
Provides the same behaviour as PatrolAi
but treats the first entity model as an egg stage, where the entity has to wait to hatch.
MovementComponent
GrowthComponent
The constructor takes two float arguments defining the minimum and maximum amounts of time (in seconds) that the entity will stay idle for, e.g. new WalkingBirdAi(5, 10)
allows the entity to remain idle for between 5 and 10 seconds.
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