Go Forward
Makes the entity go in the direction of it's forward direction.
Common usage
Most behaviors influence only the direction, but not speed. If no behaviors used by the entity influences the speed, the entity will simply not move anywhere. To resolve this issue, you can add this behavior which will set a target speed for the entity. Moreover having a small tendency to always go in the current direction helps to reduce noise in the overall movement. Having GoForward behavior is almost always useful for these two reasons. Alternetively the Wandering provides these benefits too, plus makes the entity wander around randomly.
Using either GoForwardJobWrapper or WanderingJobWrapper is almost always a good idea. They both always return a non-zero direction, speed, and desires. This ensures that an entity always 'has something to do'.
GoForwardJob
This behavior outputs the following:
DesiredDirection- The entity's current forward direction.DirectionDesire-DirectionStrength(constant)DesiredSpeed-Speed(constant)SpeedDesire-SpeedStrength(constant)Priority-Priority(constant)
GoForwardComponent
It is also useful to use some low but non-zero DirectionStrength and the lowest priority. Having the tendency to always go in the current direction helps to reduce noise from other behaviors.
The main interesting properties to adjust on GoForwardComponent are:
Speed- How fast the entity should travel.BaseDataDirectionStrength- DeterminesDirectionDesire.SpeedStrength- DeterminesSpeedDesire.Priority- Priority.