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dragengine:modules:dragonscript:behavior_actoraiaction [2025/03/11 19:04] – created dragonlord | dragengine:modules:dragonscript:behavior_actoraiaction [2025/05/06 16:14] (current) – [aiAction.set] dragonlord | ||
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{{tag> | {{tag> | ||
<WRAP youarehere> | <WRAP youarehere> | ||
- | [[: | + | [[: |
</ | </ | ||
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Element class properties have the prefix '' | Element class properties have the prefix '' | ||
- | ===== Events ===== | + | ====== Events |
Since this behavior provides no support to apply the chosen color listening is used. Behaviors knowing how to apply the color add a listener and are notified if the color changes. These events can be received: | Since this behavior provides no support to apply the chosen color listening is used. Behaviors knowing how to apply the color add a listener and are notified if the color changes. These events can be received: | ||
+ | |||
+ | ====== Behavior Tree Actions ====== | ||
+ | |||
+ | This behavior adds these behavior tree actions if behavior tree is present. | ||
+ | |||
+ | ===== aiAction.set ===== | ||
+ | |||
+ | Set one or more actor ai/action parameters. | ||
+ | |||
+ | ^Parameter^Value^Description^ | ||
+ | |ai.behaviorTree|string|Set AI using BAAIBehaviorTree with behavior tree loaded from value path. Path can be relative to behavior tree file containing this action| | ||
+ | |action.stateMachine|string|Set Action using BAAStateMachine with state machine loaded from value path. Path can be relative to behavior tree or state machine file containing this action| | ||
+ | |||
+ | This is an example of using this action: | ||
+ | <code xml> | ||
+ | <action name=' | ||
+ | < | ||
+ | < | ||
+ | </ | ||
+ | </ | ||
====== Required Behaviors ====== | ====== Required Behaviors ====== | ||
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====== Optional Behaviors ====== | ====== Optional Behaviors ====== | ||
- | This behavior does support these optional behaviors: | ||
* [[behavior_colliderai|ECBehaviorColliderAI]]: | * [[behavior_colliderai|ECBehaviorColliderAI]]: | ||
* [[behavior_conversationactor|ECBehaviorConversationActor]]: | * [[behavior_conversationactor|ECBehaviorConversationActor]]: | ||
* [[behavior_playercontrollable|ECBehaviorPlayerControllable]]: | * [[behavior_playercontrollable|ECBehaviorPlayerControllable]]: | ||
+ | * [[behavior_behaviortree|ECBehaviorBehaviorTree]]: | ||
====== Persistency ====== | ====== Persistency ====== | ||
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< | < | ||
<!-- behavior factory automatically assigns all optional behaviors if present --> | <!-- behavior factory automatically assigns all optional behaviors if present --> | ||
+ | | ||
+ | <!-- optional: use behavior tree with id instead of empty string --> | ||
+ | <string name=' | ||
| | ||
<!-- set element properties. omit property prefix if used inside behavior tag --> | <!-- set element properties. omit property prefix if used inside behavior tag --> |