Start Page » DragonScript Scripting Language » Behavior Elements: Quick and Easy Development » ECBehaviorStepAside
Behavior adding support to actors to step aside if told.
This behavior is useful for situations where actors can get in the way of the player or other actors. The behavior is a reactive behavior not acting by itself. It is triggered by ECBehaviorClearPath or other behaviors supporting it if the find a future collision.
This behavior has no effect if actor mover has a goal set.
This behavior can be disabled temporarily to prevent actors from stepping aside.
Behavior in action
This behavior can be used only once on an element. The behavior always has identifier empty string.
Element class properties have the prefix stepAside..
Determines if the behavior is initially enabled.
<boolean name='stepAside.enabled'>false</boolean>
Avoid radius. Actor tries to move to a position with this distance away from the moving lane of the actor requesting to step aside.
<float name='stepAside.radius'>0.5</float>
This behavior does not support optional behaviors.
This behavior does support element class to be persistable (setPersistable). Saves enabled state.
Since DragonScript Module Version 1.4
class ExampleElementClass extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorColliderAI colliderAI public var ECBehaviorLocomotion locomotion public var ECBehaviorNavigator navigator public var ECBehaviorActorMover actorMover public var ECBehaviorStepAside stepAside public func new() super("ExampleElement") // create required behaviors component = ECBehaviorComponent.new(this) collider = ECBehaviorCollider.new(this, component) colliderAI = ECBehaviorColliderAI.new(this, collider) locomotion = ECBehaviorLocomotion.new(this, colliderAI) navigator = ECBehaviorNavigator.new(this) actorMover = ECBehaviorActorMover.new(this, locomotion, navigator, null) // create step aside behavior stepAside = ECBehaviorStepAside.new(this, actorMover) end end