Behaviour

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Revision as of 11:24, 13 February 2022 by Silvematt (talk | contribs) (Created page with "A Behaviour is a data structure that represents a bundle of AI instructions that are used to rule the AI actor that is utilizing it. Behaviours are made of Behaviour Trees, which is an AI Model widely used in game development, essentially, they are just a collection of nodes that controls the flow of decision making of the AI. In this article it's not explained how a Behaviour Tree is created or how it works, as there are many articles, explainations and tutorials extre...")
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A Behaviour is a data structure that represents a bundle of AI instructions that are used to rule the AI actor that is utilizing it.

Behaviours are made of Behaviour Trees, which is an AI Model widely used in game development, essentially, they are just a collection of nodes that controls the flow of decision making of the AI. In this article it's not explained how a Behaviour Tree is created or how it works, as there are many articles, explainations and tutorials extremily well written that you can find on the Internet (some links at the end of this page).

Rather, here we will analyze what a Behaviour is and how it can be used to make the AI perform the actions you want.

Keep in mind that while you do not need to know what is a Behaviour Tree and how to create it (because you can simply select which Behaviour the AI must follow between the existing ones), creating new Behaviour Trees unlocks the full potential of the RCK AI.

You can view a Behaviour as a brain for the AI, each Behaviour has its purpose and allows the AI to perfor a certain set of actions, like roaming around the world, sitting on an chair or leaning against a wall, following a path, or attacking an enemy.

You can switch the current Behaviour of the AI at anytime, and you can even concatenate behaviours to create a set of more complex actions that the AI will execute.