#ai clear

s&box ScientistNpc fear system: _peakFear accumulates on damage (damage/50f, ...

#sbox#npc#scientist#fear#aicsharpposted 1 month ago

s&box FireWeapon task: only fire when IsFacingTarget() returns true (body ang...

#sbox#npc#combat#fireweapon#aicsharpposted 1 month ago

s&box CombatEngageSchedule: set Animation.SetLookTarget(Target) in OnStart so...

#sbox#npc#combat#ai#schedulecsharpposted 1 month ago

s&box NPC MoveTo: navigate to bounds.ClosestPoint, re-evaluate path every 0.5s, face movement direction when lateral

s&box NPC: cache schedules by type in Dictionary to avoid per-tick allocation, interrupt via EndCurrentSchedule()

s&box NPC architecture: ScheduleBase (task sequence) + TaskBase (atomic action) with ShouldCancel() interrupt

s&box: AI pathfinding with NavMeshAgent — MoveTo, WishVelocity, GetLookAhead