Modding: Making a custom enemy
Jump to navigation
Jump to search
Fundamentals |
---|
Basics • Data.wak • Getting started • Lua Scripting • Useful Tools |
Guides |
Audio • Enemies • Environments (Fog of War) • Image Emitters • Materials • Perks • Spells • Steam Workshop • Spritesheets • Using CMake |
Components/Entities |
Component Documentation • Enums • List of all tags • Special Tags |
Lua Scripting |
Lua API • Utility Scripts |
Other Information |
Enemy Information Table • Magic Numbers • Sound Events • Spell IDs • Perk IDs • Material IDs |
WIP
AnimalAIComponent.ai_state enum values
The AnimalAIComponent::ai_state
has values 1-21, which correspond to the following states:
local states = {
"RandomMove",
"Wandering",
"Eating",
"RaisingHead",
"PreparingJump",
"MoveNearTarget",
"Peeing",
"Defecating",
"Alert",
"Landing",
"TakingFireDamage",
"EscapingPrey",
"AttackingMelee",
"AttackingMeleeDash",
"AttackingRanged",
"AttackingRangedMulti",
"Escaping",
"JobDefault",
"JobGoto",
"JobHelpOtherEntity",
"GoNearHome",
}
These can be printed out like so:
local animal = GetUpdatedEntityID()
local state = ComponentGetValue2(
EntityGetFirstComponentIncludingDisabled(animal, "AnimalAIComponent"), "ai_state"
)
print(states[state])