brain

Data-driven enemy brain using the existing awareness, actions, navigation and stats. Presets: patrol, hunter, chaser, shooter, pack, stalker, guard. add_brain configures it; set_patrol edits its route; ai_report explains each tick. Keep existing sensory settings. Do not also attach a movement-driving enemy/guard script to the same entity.

In scene text

brain { preset "…"  params ["a", "b"]  patrol ["a", "b"] }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 8

FieldTypeUnit / rangeWhat it does
presettext—Shipped recipe name, or custom with definition JSON.
paramslist of text—Numeric overrides: ["run_speed=4.3", "attack_damage=12"]. See kit_playbook enemy-brains for names and bounds.
patrollist of text—Waypoint names or x,y,z, optionally |pauseSeconds|lookDegrees: ["Kitchen|2|60", "4,0,8|1|90"].
squadtext—
roletext—auto
definitiontext—
enabledtrue / false—Brain is active. Off keeps the component and current pose without movement or attacks.
debugtrue / false—Draw generated tactical spots, routes, last-known positions and aim rays in the play viewport.
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