behavioural selector

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]