read the documentation here
github.com/SalmanShhh/C3Addon_ProcRoom/blob/main/Guide.md
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- patreon.com/c/SalmanShh
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Key design decisions
-Per-instance ownership: each behavior instance manages exactly one object UID.
- Manager-first architecture: planning and global AI data live in the manager plugin, while this behavior acts as the object bridge.
- Manual primitive completion: you call Mark Task Complete or Mark Task Failed when your gameplay action ends.
- Seconds-based tuning: planning interval and task timeout use seconds, not frequency.
- Soft-fail manager lookup: if manager is missing, behavior logs warning and suspends processing instead of crashing.
Scenarios Where This Addon Excels
- Large Enemy Populations: Run many AI agents with deliberate or hybrid planning modes and tune interval in seconds for stable CPU.
- Stealth Detection Loops: Feed sight and sound events through built-in signal actions so alert transitions and target memory happen automatically.
- Task-Based Event Sheet AI: Drive animation and movement from task IDs instead of deeply nested state variables.
- Cutscene Overrides: Push temporary tasks to pause normal behavior briefly, then return to normal AI flow.
- Mixed Agent Archetypes: Use one behavior for guards, drones, civilians, and bosses by changing agentType.
- Performance Gating by Distance: Turn Enabled off for far-away agents, then re-enable when the player enters a region.