> For the complete documentation index, see [llms.txt](https://docs.gercstudio.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gercstudio.com/enemies/ai-controller/behavior.md).

# In-game Behaviour

### Observer

The enemy stands still and observes the scene (turning periodically). If he noticed a player, he will inform other AIs in the current area and they will start looking for the player. If a firefight begins, the observer will attack from his original position.

![](/files/PbWYSdGYmqBdsw7ff6Rw)

### Warning State

If you mark the **'Use** **States'** checkbox, the enemy will use **Warning** and **Find** states during the game.

![](/files/lxLDEaBGvML4TjvpzIDf)

#### How it works:

<mark style="color:green;">**Warning State Enabled**</mark>

* If an enemy sees a character with the <mark style="color:green;">**central vision**</mark>, he will immediately attack him.
* If the enemy sees (with the <mark style="color:orange;">**peripheral vision**</mark>), hears, is close to the player or the player has shot him a few times, the warning state is activated and the enemy will look for him.&#x20;
* If while searching the enemy has found the character, he'll attack him again.
* If the enemy doesn't see or hear the character, he looks for him for а while again. And after that returns to waypoints.

<mark style="color:red;">**Warning State Disabled**</mark>

* If the enemy sees\* or hears a character, he immediately attacks him.
* If not, he immediately returns to waypoints.

{% hint style="info" %}
\*in this case, the enemy has only one (central) vision area.&#x20;
{% endhint %}

Also, you can unit enemies in your scene so that act together.

{% content-ref url="/pages/-LzqmNXQZBNmxB5RRHgA" %}
[Adding to the Game](/enemies/adding-to-the-game.md)
{% endcontent-ref %}
