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With the ‘cel.addons.questdef’ addon you can define behaviour trees (see section Behaviour Tree) directly in a world file. Here is an example:
<behaviour_tree name="testXML-BT">
<selector type="sequential" name="sequential_root">
<leaf_node type="action" name="StartupMessage">
<reward type="debugprint" message="Welcome! This behaviour has been loaded from XML!" />
</leaf_node>
<selector type="random" name="random_example">
<leaf_node type="action" name="Working_Action_Example">
<reward type="debugprint" message="Now with functioning actions!" />
</leaf_node>
<decorator type="negatereturn">
<leaf_node type="parametercheck" name="Param Check" parameter="2" value="2"></leaf_node>
</decorator>
</selector>
<selector type="default" name="example_default_selector">
<decorator type="loop" name="loop_limit" limit="2">
<decorator type="executionlimit" limit="1">
<leaf_node type="parametercheck" name="Param Check" parameter="2" value="2" />
</decorator>
</decorator>
<leaf_node type="parametercheck" name="Param Check" parameter="2" value="3" />
<leaf_node type="triggerfired" name="Untested Trigger Example">
<trigger type="message">
<fireon entity="player" mask="activate" />
</trigger>
</leaf_node>
</selector>
</selector>
</behaviour_tree>
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