Desynced

Desynced

Not enough ratings
Behavior Manager
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
11.412 KB
Sep 7, 2023 @ 9:13am
Mar 8, 2024 @ 11:15pm
10 Change Notes ( view )

Subscribe to download
Behavior Manager

Description
Helps update behavior for units and blueprints.

8 functions
  1. Save this behavior to the library
  2. Load behavior from the library for selected units with the same behavior name or id and start
  3. Load behavior from the library for all units with the same behavior name or id and start
  4. Load behavior from the library for all blueprints with the same behavior name or id
  5. Copy this behavior to all units with the same behavior name or id
  6. Copy this behavior to all blueprints with the same behavior name or id
  7. Go to next unit with the same behavior name or id
  8. Assign ID to this behavior and to all in the library if possible. First add @ to the end of the behavior name

First, the mod can save and load a behavior from the library by searching for the behavior's name.
Second, the mod can save and load a behavior from the library by searching for the behavior's ID, ignoring the name.

The search depends on which unit is selected. If it has an id, it searches only by id, if not, then by name.

In order to create ID, you need to open the library and add @ to the end of the behavior name (before that, the behavior name of the unit and of the library must match). Select a unit with the same behavior name and in the behavior manager click the Assign ID button. After that, click the Load All button and the behavior along with the id will be copied to the unit (ID will be part of the name in the form example@1234). From now on, the component will know exactly where to look for its behavior. To skip the prediction window, hold down the shift key.

Demonstration

The advantage of searching by id is that it eliminates duplication by name and you can change the name and it won't break the binding between behaviors.

For the correct use mod, it is desirable to pre-exclude duplicate behavior names in the library.

Compatible with CopyFactory
13 Comments
Dran_____ Sep 7, 2024 @ 9:25am 
Doesn't seem to work anymore. Probably because of the library update
Jose Gaspar Dec 17, 2023 @ 6:41am 
Two Questions:
How do I get the UI back once removed?
IN the example "example@1234" the ID is 1234, correct?
Jose Gaspar Dec 16, 2023 @ 9:52pm 
Not quite getting how the ID with @ works. I have a tried and true behavior with with a name, I debug a improved version of the behavior, how do I keep it separate until proven then puts it to all the other bots with the old behavior?
Ambitious Minnow Sep 25, 2023 @ 9:51am 
So if I understand you correctly, which it appears I do because it looks like this is working exactly as you described, is I should have been using that first 'all' button to "Load behavior from library for all units..."

Until now I had mostly been mashing 'save' and the second set of of 'all' and 'bp' buttons each time I updated a behavior.

Either way, I have that pretty Check mark now so I imagine everything is neat and tidy how I wanted it. Thanks again, great mod.
newman55  [author] Sep 17, 2023 @ 11:58pm 
First you need to update all units with a new folder. Then it will be saved correctly.
Ambitious Minnow Sep 17, 2023 @ 1:33pm 
Whenever I use without @ it saves to the top level folder if I choose save. It seems to update blueprints and units on field just fine either way.
newman55  [author] Sep 17, 2023 @ 12:26am 
Without @ it works too
Ambitious Minnow Sep 16, 2023 @ 6:05pm 
Any chance you can update this so saving behavior also affects behaviors in files without using the @ technique? It seems like the @ stuff would be unnecessary without it. I haven't been using it, and everything was saving great until I started using folders, then I had to go back to manual sorting, or I guess the @ system.
Schlaefer Sep 13, 2023 @ 8:44am 
Oh yeah this needs to go into the main game! Thanks for the good work.
Ambitious Minnow Sep 11, 2023 @ 12:30pm 
Seriously, 1 more comment. This is god level helpful, ty. The way it is w/out this, you kinda tweak individual unit behaviors here and there and end up with a hodgepodge of stuff that isn't working together, and you don't bother writing nice clean behaviors that would apply to all the units under the umbrella. The ability to update every unit under the umbrella with 2 clicks is terrific.