Author Topic:  Behaviour Node Documentation  (Read 3649 times)

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Craig

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Behaviour Node Documentation
« on: January 03, 2016, 09:44:59 AM »
This topic will document each behaviour node.

General Behaviour Tree Help:

Logic:
Dialog: NPC Dialog.
Exit: Returns control to the most recent Update node.
Proxy: Insert a sub behaviour tree.
Update: Causes continual updating (execution) of the tree.

Actions:
Attack: Attack the NPC's current target.
ChangeState: Change the NPC's main state.
Deactivate: Deactivate the NPC.
Equip: Equip hands with items from inventory.
Flee: Flee the NPC's current target.
Follow: Follow the NPC's current target.
Health: Increase or reduce current Health.
Jump: Cause the NPC to jump.
LookAt: Control what the NPC should look at.
Message: Send information to other NPC's.
Move: Move the NPC.
Properties: Set various properties for the NPC.
Script: Execute a script.
StandStill: Cause the NPC to stop moving.
SwingHand: Cause the NPC to swing a hand.
Timer: Perform actions based on a timer.
Wait: Wait for an amount of time before continuing.
Wander: Wander around a defined area.

Conditionals:
FindTarget: Find a specific target.
HasHistory: Query (player) history.
IsAge: Query age.
IsBlock: Query what block is at a location.
IsDistance: Query distance.
IsEquipped: Query if specific items are currently equipped.
IsHealth: Query health.
IsInZone: Query if inside a zone.
IsRandom: Perform actions based on randomness.
IsTargeted: Query if the NPC is currently targeted.
IsVisible: Query what other NPC's or players are visible.
« Last Edit: January 04, 2016, 08:48:34 PM by Craig »

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Re: Behaviour Node Documentation
« Reply #1 on: January 04, 2016, 04:18:02 AM »
General Behaviour Tree Help

Craig

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Re: Behaviour Node Documentation
« Reply #2 on: January 04, 2016, 04:18:20 AM »
Dialog: NPC Dialog.

Used to create of conditional multi-branched dialog with NPCs.

Properties:

Text: The dialog text. This is some dialog the NPC will say to you or you will say to the NPC.
« Last Edit: January 04, 2016, 08:53:20 PM by Craig »

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Re: Behaviour Node Documentation
« Reply #3 on: January 04, 2016, 04:18:33 AM »
Exit: Returns control to the most recent Update node.
« Last Edit: January 04, 2016, 08:49:06 PM by Craig »

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Re: Behaviour Node Documentation
« Reply #4 on: January 04, 2016, 04:18:43 AM »
Proxy: Insert a sub behaviour tree.
« Last Edit: January 04, 2016, 04:28:48 AM by Craig »

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Re: Behaviour Node Documentation
« Reply #5 on: January 04, 2016, 04:29:14 AM »
Update: Causes continual updating (execution) of the tree.

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Re: Behaviour Node Documentation
« Reply #6 on: January 04, 2016, 04:29:28 AM »
Attack: Attack the current target.

By default, the NPC will move within strike range before striking.

Properties:

Exclude Types: Actor types the NPC should not attack.
« Last Edit: January 04, 2016, 08:56:10 PM by Craig »

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Re: Behaviour Node Documentation
« Reply #7 on: January 04, 2016, 04:29:42 AM »
ChangeState: Change the NPC's main state.

Properties:

NewState: The state to change the NPC into.

Alive: The NPC is alive and well.
Dying: The NPC has died. The death throes animation will be played.
Respawning: The NPC is spawning for the first time, or respawning from death.
Despawning: The NPC is despawning. The despawn animation will be played.
Sleeping: The NPC is sleeping.
InActive: The NPC is no longer active and will be removed from the game world immediately.
« Last Edit: January 04, 2016, 08:59:53 PM by Craig »

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Re: Behaviour Node Documentation
« Reply #8 on: January 04, 2016, 04:29:54 AM »
Deactivate: Deactivate the NPC.

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Re: Behaviour Node Documentation
« Reply #9 on: January 04, 2016, 04:30:07 AM »
Equip: Equip hands with items from inventory.

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Re: Behaviour Node Documentation
« Reply #10 on: January 04, 2016, 04:30:19 AM »
Flee: Flee the NPC's current target.

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Re: Behaviour Node Documentation
« Reply #11 on: January 04, 2016, 04:30:33 AM »
Follow: Follow the NPC's current target.

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Re: Behaviour Node Documentation
« Reply #12 on: January 04, 2016, 04:30:47 AM »
Health: Increase or reduce current Health.

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Re: Behaviour Node Documentation
« Reply #13 on: January 04, 2016, 04:31:01 AM »
Jump: Cause the NPC to jump.

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Re: Behaviour Node Documentation
« Reply #14 on: January 04, 2016, 04:31:15 AM »
LookAt: Control what the NPC should look at.