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behavioural selector

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The behavioural selector acts as a priority-based decision maker. It evaluates its child nodes (out0 through out16) in order from left to right. It executes the first child that does not fail.

Key Logic: * If a child returns Success, the Selector stops and returns Success to its parent. * If a child returns Failure, the Selector immediately moves to the next child in the list. * If all children fail, the Selector returns Failure.

When to use this node: * Fallback Logic: Setting up a list of priorities where the system tries "Choice A," and if that's not possible, moves to "Choice B." * State Management: Checking for emergency conditions first before proceeding to normal gameplay behaviors.

Connectors in

  • in [type: behaviour]

Connectors out

  • out0 [type: behaviour]
  • out1 [type: behaviour]
  • out2 [type: behaviour]
  • out3 [type: behaviour]
  • out4 [type: behaviour]
  • out5 [type: behaviour]
  • out6 [type: behaviour]
  • out7 [type: behaviour]
  • out8 [type: behaviour]
  • out9 [type: behaviour]
  • out10 [type: behaviour]
  • out11 [type: behaviour]
  • out12 [type: behaviour]
  • out13 [type: behaviour]
  • out14 [type: behaviour]
  • out15 [type: behaviour]
  • out16 [type: behaviour]