CompanionFollowPlayerBehaviour
Last updated
Last updated
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"