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dragengine:modules:dragonscript:behavior_colliderai

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dragengine:modules:dragonscript:behavior_colliderai [2026/10/09 23:09] – dragonlorddragengine:modules:dragonscript:behavior_colliderai [2026/10/12 02:53] (current) – [State Machine Events] dragonlord
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 |stop| |Stop collider from moving. Prevents any further collision in this frame update.| |stop| |Stop collider from moving. Prevents any further collision in this frame update.|
 |sliding| |Applies sliding collision response| |sliding| |Applies sliding collision response|
-|hitElement.runEvent|string|If Collider has been hit and collider owner is BehaviorElement then run named event on all ECBehaviorStateMachine instance with the ECBehaviorColliderAI element as event parameter.| 
  
 This is an example of using this action: This is an example of using this action:
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 ^Parameter^Value^Description^ ^Parameter^Value^Description^
 |enabled|''true'', ''false''|Collider is enabled| |enabled|''true'', ''false''|Collider is enabled|
-|hitElement| |Collider has been hit and it is owned by a BehaviorElement| +|hitElement| |Collider has been hit and it is owned by a BehaviorElement. Using [[behavior_statemachine#eventelementupdate|eventParameter.update]] or [[behavior_statemachine#eventelementcheck|eventParameter.check]] is valid.|
-|hitElement.flags.set|string|Hit BehaviorElement has [[behavior_btsmflags|ECBehaviorBTSMFlags]] with named flag set. Evaluated only if ''hitElement'' is present and true.| +
-|hitElement.flags.clear|string|Hit BehaviorElement has not [[behavior_btsmflags|ECBehaviorBTSMFlags]] with named flag set. Evaluated only if ''hitElement'' is present and true.|+
 |wait| |If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled| |wait| |If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled|
  
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 ^Parameter^Value^Description^ ^Parameter^Value^Description^
 |colliderAI.enabled|''true'', ''false''|Collider is enabled| |colliderAI.enabled|''true'', ''false''|Collider is enabled|
-|colliderAI.hitElement| |Collider has been hit and it is owned by a BehaviorElement| +|colliderAI.hitElement| |Collider has been hit and it is owned by a BehaviorElement. Using [[behavior_statemachine#eventelementupdate|eventParameter.update]] or [[behavior_statemachine#eventelementcheck|eventParameter.check]] is valid.|
-|colliderAI.hitElement.flags.set|string|Hit BehaviorElement has [[behavior_btsmflags|ECBehaviorBTSMFlags]] with named flag set. Evaluated only if ''colliderAI.hitElement'' is present and true.| +
-|colliderAI.hitElement.flags.clear|string|Hit BehaviorElement has not [[behavior_btsmflags|ECBehaviorBTSMFlags]] with named flag set. Evaluated only if ''colliderAI.hitElement'' is present and true.|+
  
 This is an example of using this condition: This is an example of using this condition:
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 This behavior does not send events to state machine. This behavior does not send events to state machine.
 +
 +BAAStateMachine and BAAVRHandStateMachine though does send ''collisionResponse'' if this behavior hit something. Use [[behavior_statemachine#eventelementupdate|eventParameter.update]] or [[behavior_statemachine#eventelementcheck|eventParameter.check]] to work with the element.
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
dragengine/modules/dragonscript/behavior_colliderai.1791587352.txt.gz · Last modified: by dragonlord