Behavioral Primer: Difference between revisions

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== Behavior Basics ==
= Behavioral Primer Guides and Tutorials =
 
== Primers ==
[[Behavioral_Interface]]
[[Behavioral_Data]]
== Tutorials ==
[[Instructions_Step_By_Step]]
 
= Behavior Basics =


Behaviors are Desynceds method of implementing visual coding for the Behavioral Controller Component. Behaviors consist of instructions and curved lines attached between those instructions showing the flow the program follows.  
Behaviors are Desynceds method of implementing visual coding for the Behavioral Controller Component. Behaviors consist of instructions and curved lines attached between those instructions showing the flow the program follows.  

Revision as of 15:49, 3 September 2023

Behavioral Primer Guides and Tutorials

Primers

Behavioral_Interface Behavioral_Data

Tutorials

Instructions_Step_By_Step

Behavior Basics

Behaviors are Desynceds method of implementing visual coding for the Behavioral Controller Component. Behaviors consist of instructions and curved lines attached between those instructions showing the flow the program follows. Behaviors are currently unique to each Behavioral Controller but a copy can be saved to the Behavior section of the Library.

Three things to keep in mind before and while you learn behaviors.

  1. This feature (Behaviors) is still in development there are many planned and unplanned features yet to be added and an unknown amount of bugs discovered and undiscovered, expecting a polished or finished feature is a recipe for disappointment.
  2. Behaviors are a powerful tool which is both good and bad, if done right you can make a delivery system much better than the default logistics but your far more likely to make something that at best is even worse if not outright sends your bot to die to enemies.
  3. The developers are not focused on behaviors it is just part of the game and intend the game to be fully playable without this feature. This doesn't mean you should avoid behaviors but don't avoid other features in the game that might do what you want in a far more simpler and less frustrating fashion.

Behavior Library

The behavior library is accessed through the shared blueprint and behavior Library labeled in game as simply as the Library, this is accessed through the second button from the bottom far right or default keyboard shortcut [L].

The Library has two buttons at the bottom to switch between blueprints and behaviors.

The behavior library consists of the following:

  • A folder interface
  • A list of saved behavior names with 3 buttons to the right(left to right; edit, copy to clipboard and delete). A fresh game may have no saved behaviors.
  • There may or may not be a behavior interface with a single button below the list of saved behaviors with a button labeled as "Paste from Clipboard." This button appears if you have copied a behavior to your computers clipboard either by using one of the "Copy to Clipboard" buttons on a saved behavior or by copying a string of text posed by some one they got from a saved behavior. This will have the name of the behavior in the clipboard.
  • A final entry always named "Unnamed Behavior" with a single button visually looking like an addition sign, this being the create new button. In a fresh game this may be directly below the folder interface with no saved behaviors or pasted behavior above. Clicking the button will create a new blank behavior always named "Unnamed Behavior regardless if you change the text in the create new behavior name text box.

Save behaviors may be renamed in the text box in the listing or from within the behavior interface.