Addon ID

  • salmanshh_dhtn_agent

Info

Statistics

  • Download count8 total downloads
  • Latest download count 2 downloads of latest version
  • Average download count1 downloads per day average

Owners

read the documentation here

github.com/SalmanShhh/C3Addon_ProcRoom/blob/main/Guide.md

You can support me via

- patreon.com/c/SalmanShh

- paypal.com/paypalme/SalmanShh

- ko-fi.com/salmanshh

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.