AnimalBot Definition
Found in Bots.sbc and used by bots.
Elements
(Nothing)
(Top) | From Agent Definition:
BotModel<BotModel> | Type: String | Default: (empty) |
| Required, the <Name> of a Character definition (not the subtype) to be controlled by this bot. | ||
FactionTag<FactionTag> | Type: String | Default: null |
| Optional. The <Tag> of a faction to join or create and join. Some code looks for SPID in this and does something special, it's unclear what (MySpaceFaunaComponent.OnBotCreatedEvent()). | ||
InventoryContentGenerated<InventoryContentGenerated> | Type: Boolean | Default: false |
| Optional. Whether the <InventoryContainerTypeId> is used. | ||
InventoryContainerTypeId<InventoryContainerTypeId> | Type: Nullable<SerializableDefinitionId> | Default: null |
| Needs <InventoryContentGenerated> to be true for this to be used. Id of a ContainerType Definition to spawn in the bot's inventory, rolled on every bot spawn. <InventoryContainerTypeId Type="ContainerTypeDefinition" Subtype="SpiderLoot" />
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TargetType<TargetType> | Type: String | Default: (empty) |
| Required. Affects how the attacking sequence plays out. Available values:
The difference between them is what animation and sounds are played when attacking, the attack origin, the timing, etc. It affects a few other elements (details there): <AttackRadius>, <AttackLength>, <AttackSound>. | ||
TargetCharacters<TargetCharacters> | Type: Boolean | Default: true |
| Whether the bot will consider characters when told to scan for targets. The action itself and the radius are both in the BehaviorTree (assigned by <BotBehaviorTree>). | ||
TargetGrids<TargetGrids> | Type: Boolean | Default: false |
| Whether the bot will consider blocks when told to scan for targets. The action itself and the radius are both in the BehaviorTree (assigned by <BotBehaviorTree>). | ||
AttackLength<AttackLength> | Type: Int32 | Default: 1000 |
| Duration of an attack sequence in milliseconds.
Depending on the <TargetType>, the actual detection+damage occurs at:
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AttackRadius<AttackRadius> | Type: Double | Default: 0.5 |
| Meters around the attach center (see below) to detect and hit entities. The sphere has to intersect with character's bounding sphere (height as radius!) or with a block's local boundingbox.
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CharacterDamage<CharacterDamage> | Type: Int32 | Default: 12 |
| Damage dealt to characters inside the <AttackRadius>. Set to 0 to disable. | ||
GridDamage<GridDamage> | Type: Int32 | Default: 0 |
| Damage dealt to blocks inside the <AttackRadius>. Set to 0 to disable. | ||
AttackSound<AttackSound> | Type: String | Default: ArcBotWolfAttack |
Only works for Wolf <TargetType>; played at the start of every attack.SubtypeId (without Arc or Real prefix) of an audio definition (Audio_*.sbc). | ||
RemoveAfterDeath<RemoveAfterDeath> | Type: Boolean | Default: true |
| If set to false, it will re-spawn the bot somewhere else after it dies. The exact behavior on the spawning is different based on the behavior logic (<BehaviorType>) used. | ||
(Top) | From Bot Definition:
BotBehaviorTree<BotBehaviorTree> | Type: BotBehavior | Default: null |
Required. SubtypeId of a BehaviorTree Definition to use.
Syntax: <BotBehaviorTree Subtype="SpiderBehavior" />
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BehaviorType<BehaviorType> | Type: String | Default: (empty) |
| Required. The internal bot logic to use which determines the actions that are available to the BehaviorTree's ActionNode. Available values:
For more details on each logic: Bots (section Bot Logic Types). | ||
BehaviorSubtype<BehaviorSubtype> | Type: String | Default: (empty) |
| Optional. The game code does not use this on any of its bot logics, therefore this has no uses and can be left undeclared. Falls back to <BehaviorType>'s value if left empty or defined with only whitespace characters. | ||
Commandable<Commandable> | Type: Boolean | Default: false |
| Whether this bot can be commanded by some specific AIComponent tool, likely remnant from Medieval Engineers or possibly a debugging tool. | ||
(Top) | From DefinitionBase:
Common
Id<Id> | Type: SerializableDefinitionId | Default: (invalid) | ||||||||||||||||||||||||
| The type and subtype combined make up a unique identifier for this definition. If two definitions use the same Type+Subtype (Subtypes are only unique per Type), then the last to load will override the first one(s). For more details see Things to know about SBC.
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>FancyTable</SubtypeId>
</Id>
Because it has attribute alternatives it can also be declared as: <Id Type="CubeBlock" Subtype="FancyTable" />
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DisplayName<DisplayName> | Type: String | Default: null | ||||||||||||||||||||||||
| If the object defined here is visible anywhere in the game GUI, this would be the name shown for it. In cases where it is used, it is very much required. Can be plain-text.
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Description<Description> | Type: String | Default: null | ||||||||||||||||||||||||
| Optional. If the object defined here is shown with a description in the game GUI (Hotbar/G-menu, HUD, etc) then this is the place to write it. Can be plain-text.
{0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>. | ||||||||||||||||||||||||||
DescriptionArgs<DescriptionArgs> | Type: String | Default: null | ||||||||||||||||||||||||
Optional. A comma-separated list of control IDs which are referenced in <Description> by {number} tags, which then get replaced by the keyboard or mouse bind that the viewer has for those controls.Example: <Description>Press {0} to fire, {1} to change color, {2} to interact.</description>
<DescriptionArgs>PRIMARY_TOOL_ACTION,CUBE_COLOR_CHANGE,USE</DescriptionArgs>
And each player will see their current binds for those actions. | ||||||||||||||||||||||||||
Icon<Icon> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Icon(s) for the definition which may or may not be used depending on the definition type. Path to a .dds or .png file relative to current mod's folder. Falls back to game folder if not found in current mod.
Referencing assets in other mods Can be declared multiple times which will stack icons on top of eachother, however it will not work for all definitions. Known definitions to work or not work with multiple icons
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DLC<DLC> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Optional. The DLC subtypeId that this definition will require. For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc. | ||||||||||||||||||||||||||
AvailableInSurvival<AvailableInSurvival> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| Depends on the definition if it uses this, and if it does then this determines whether it can be accessible in survival game mode.
Currently known definitions that do use this:
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Public<Public> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| If the definition is visible or accessible in some cases. For blocks, this only hides them and they can still be built using projectors and other means. | ||||||||||||||||||||||||||
EnabledEnabled (attribute[1]) | Type: Boolean | Default: true | ||||||||||||||||||||||||
If set to false it will remove the definition after it's been loaded.Example usage: <Definition Enabled="false">
The "Definition" above is the opening element that for the entire definition, not an inner node like <Component>, <Blueprint>, etc. | ||||||||||||||||||||||||||
xsi:typexsi:type (attribute[1]) | Type: string | Default: null | ||||||||||||||||||||||||
Name of an object that this definition will be deserialized as. This attribute is available on all elements and comes from the XML specification. This game relies on this attribute to change which sub-definition object is used to deserialize that element's contents. It's what allows, for example, a thruster to have unique elements (such as For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type. | ||||||||||||||||||||||||||