EtG Modding Guide
  • ETG Modding Guide
  • Getting started
    • Modding EtG: Installing Mods
    • Modding EtG: Creating a Mod
    • Uploading a Mod
    • Useful Tools
      • Using IlSpy
  • Making An Item
    • Creating A Passive
    • Creating An Active
    • Creating An Ammolet
    • Creating A Guon
    • Synergies
  • Making a Gun
    • Creating A Gun
      • Setting Up Gun Sprite Folders
      • Creating Gun Jsons/Jtk2ds
        • Pixel Measurement Conversions
    • Setting Up Projectiles
      • Adding Components To A Projectile
      • Projectile HitEffects (Visual Effects)
      • Adding status effects to a projectile
    • Continuous Fire Animations
    • Gun Ammo Types
  • Custom Characters
    • Creating A Standalone Custom Character
  • Making a Floor
    • Introduction
    • Setup
    • Making The Dungeon
    • Tileset
    • Rooms
    • Making the flow
    • Making the Entrance
    • All Files
  • Text, Text Boxes, Etc
    • Textboxes
    • Text Formatting
  • Sounds
    • Using Custom Sounds
    • Customising Gun Sounds
    • Basegame Sound List
    • wwise Sound Dump
  • Misc
    • Making Asset bundles
    • Assetbundles: How-To
    • How to create a hook
    • Creating A Command
    • Subscribing Methods to Actions
    • Reversing Player Controls
    • Undodgeable Projectiles
    • Creating An Enemy
  • Shaders
    • Creating Shaders
  • All things Spriting
    • Important Sprite Creation Information.
    • Importing a Sprite To Visual Studios
  • Monobehaviour Documentation
    • BounceProjModifier
    • PierceProjModifier
    • KeyProjModifier
    • CompanionFollowPlayerBehaviour
  • Various Lists of IDs, Sounds, Etc.
    • List of Item and Gun IDs
    • Enemy Guids
    • List of Base Game Synergies
    • dfSpriteList
    • All Custom Ammo Types
    • Gun .Json Dump
  • OFF TOPIC MEMES
    • Modders Anthem
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  1. Monobehaviour Documentation

CompanionFollowPlayerBehaviour

CompanionFollowPlayerBehaviour is a MovementBehaviour that controls companion movement to keep up with their owner. They have several important variables that control the exact motion of the companion.

Public Variables

Name
Type
Notes
DefaultVal

PathInterval

float

The delay that dictates how often the companion will update it's pathing to the player's position. Represents seconds, with the default being every quarter of a second.

0.25f

DisableInCombat

bool

Controls whether the companion will continue attempting to follow the player in combat.

true

IdealRadius

float

How close the companion wants to be to it's owner. They will stop approaching when inside this radius. Measured in tiles.

3f

CatchUpRadius

float

Another radius measured in tiles. When beyond this radius the companion will increase it's speed to keep pace with it's owner.

7f

CatchUpAccelTime

float

How long it takes the companion to reach it's max catch-up speed. Measured in seconds.

5f

CatchUpSpeed

float

The companion's initial catch up speed upon beginning it's catch-up attempt.

7f

CatchUpMaxSpeed

float

The companion's top catch-up speed that it will slowly accelerate to over the amount of time dictated in CatchUpAccelTime.

10f

CatchUpAnimation

string

The animation that plays when then companion is attempting to catch up to it's owner. (Eg: Super Space Turtle retreating into his shell)

null

CatchUpOutAnimation

string

The animation that plays when the companion has successfully reached it's owner after a catch-up attempt. (Eg: Super Space Turtle popping out of his shell)

null

IdleAnimations

string[]

A list of idle animations that the companion will pick from at random to play when it's not doing anything else.

null

CanRollOverPits

bool

Determines whether the companion has the ability to roll to get over pits, like the dog.

false

RollAnimation

string

The animation that plays when the companion attempts to roll over a pit.

"roll"

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Last updated 3 years ago

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