Anatomy of a BehaviorThis is a featured page



Whenever you create or edit a behavior, there are three primary elements of the interface:

  • Action Definition - The panel in the lower right-hand corner where you define the actions to be executed when your behavior runs. Actions can be dragged in for adding, and dragged out for removing.

  • Trigger Definition - The panel in the upper right-hand corner where you define the events that must occur in order for the actions to be executed.

  • Property and Logic Browser - The interface to all of the actions, operators, and objects that you have access to when defining your behavior. Every element in these tabs can be dragged into the action definition panel on the right.


Action Definition Panel
Dragging actions into this panel allows you to define the actions executed when the behavior runs.
action editor


Trigger Panel
Define the events that must occur in order for your actions to execute. The picture below shows a key event filter. When a new behavior is being created you will be prompted to select the type of event that the actions will fire on, or you can click on edit to change the event type.

trigger editor


Property and Logic Browser
The property browser provides access to all public properties of every object. The logic browser provides access to actions, programming logic, math operators. All of these elements can be dragged into the action definition panel, either to define an action to be executed, or an object property to be set or referenced.Clicking on the Values or Logic tab will switch between the two.
property editor

When you look at the logic tab, you will see the list of statements that provide the actual logic and control flow for the behavior. These are organized by which actions were statistically more prevalent across an array of different games, and then grouped by similarity.

logic editor




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dale.beermann
Latest page update: made by dale.beermann , Jul 24 2009, 4:28 PM EDT (about this update About This Update dale.beermann updating for new arch - dale.beermann

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