Love/Hate
Use the Pixel Crushers Love/Hate integration when behavior decisions depend on factions, affinities, deeds, rumors, emotional state, personality, or relationship traits.
Install the integration
- Download the current Love/Hate integration from Opsive Downloads.
- Import
BehaviorDesignerLoveHate.unitypackage. - Confirm Get Affinity appears in the Task List.
What the integration adds
- Read: Get Affinity, Get Arousal, Get Dominance, Get Emotional State, Get Faction Name, Get Happiness, Get Personality Trait, Get Pleasure, Get Relationship Trait, Get Temperament.
- Check: Has Ancestor, Has Direct Parent, Knows Deed.
- Change: Add Direct Parent, Remove Direct Parent, Modify Affinity, Modify PAD, Modify Relationship Trait, Report Deed, Set Affinity, Set Personality Trait, Set Relationship Inheritability, Set Relationship Trait, Share Rumors.
Build a first workflow
- Create two Love/Hate actors and verify their affinity without a tree.
- Use Get Affinity or Get Relationship Trait and store the result.
- Branch on the stored value to select a friendly, neutral, or hostile behavior.
- Use Report Deed or a Modify task, then read the value again to verify the relationship changed.