{{tag>dragonscript behavior}} [[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorStepAside** * [[behaviors_use_cases|Behaviors Explained: By Use-Case]] * [[behaviors_a_to_z|Behaviors Explained: From A to Z]] ====== 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 [[behavior_clearpath|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. {{youtube>BbP-lMrr0tQ?medium}} Behavior in action ====== Instance Counts ====== This behavior can be used only once on an element. The behavior always has identifier empty string. ====== Element Class Properties ====== Element class properties have the prefix **stepAside.**. ===== enabled ===== Determines if the behavior is initially enabled. * Full name: "stepAside.enabled" * Type: boolean * Default Value: true * Example (*.deeclass) false ===== radius ===== Avoid radius. Actor tries to move to a position with this distance away from the moving lane of the actor requesting to step aside. * Full name: "stepAside.radius" * Type: floating point * Minimum Value: 0 * Default value: 0.4 * Example (*.deeclass) 0.5 ====== Required Behaviors ====== * [[behavior_actormover|ECBehaviorActorMover]] ====== Optional Behaviors ====== This behavior does not support optional behaviors. ====== Persistency ====== This behavior does support element class to be persistable (setPersistable). Saves enabled state. ====== API Documentation ====== #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorStepAside.html,ECBehaviorStepAside~@#. Since DragonScript Module Version **1.4** ====== Use Cases ====== * Avoid actors blocking the path of other actors. The moving actors can make blocking actors move away. * Avoid player blocking actors or actors blocking the player. * Create situations where player or other actors are running and other actors move out of the way ahead of time. ====== Element Class Example ====== 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