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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
preset | text | — | Shipped recipe name, or custom with definition JSON. |
params | list of text | — | Numeric overrides: ["run_speed=4.3", "attack_damage=12"]. See kit_playbook enemy-brains for names and bounds. |
patrol | list of text | — | Waypoint names or x,y,z, optionally |pauseSeconds|lookDegrees: ["Kitchen|2|60", "4,0,8|1|90"]. |
squad | text | — | |
role | text | — | auto |
definition | text | — | |
enabled | true / false | — | Brain is active. Off keeps the component and current pose without movement or attacks. |
debug | true / false | — | Draw generated tactical spots, routes, last-known positions and aim rays in the play viewport. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us