Behaviour Modes¶
"Behaviour" is the editor's name for the original game's move controllers, selected by objectMode in saved data. Use it when you want an animation to be driven by a classic controller instead of by your own events, or when a spawn event needs to say which variant of an entity to create.
A Mode Value Is Not a Universal Action¶
This is the thing to understand before anything else: mode values mean different things for different entities. The same number points at completely different controllers depending on which entity it is applied to. There is no global table of "mode 6 = walk".
Under the surface, players and enemies map mode values to controller array indexes multiplied by two, and items map them to item controller indexes with 0x02 selecting the first one. You should not need this while using the editor — it matters only when hand-editing JSON or writing scripts.
Use the editor's behaviour picker. It reads the classic behaviour catalogue for the selected reference entity and shows descriptive names instead of numbers. The raw objectMode values are documented in Entity Types and Behaviour Modes for the cases where you genuinely need them.
Animation Behaviour Overrides¶
With an animation selected, Add Behaviour Override creates a Behaviour section holding two things:
- A Behaviour Reference — the original SOR2 entity whose behaviour is borrowed.
- A Behaviour value — which variant of that entity's behaviour to use.
The editor starts from the Classic entity your character is based on. The reference picker stays within the same entity family: playable characters can pick Max, Axel, Blaze or Skate; enemies pick classic enemies; items pick classic items.
The Behaviour value can be left as Unchanged, which keeps the current default value while still using the selected reference entity. Set a specific value when you want a different classic controller — for example, giving Axel the behaviour of Max's offensive special.
Remove Behaviour Override stops the animation borrowing behaviour.
Behaviour and Events Are Mutually Exclusive¶
If an animation defines custom logic events, the referenced classic controller is skipped for that animation. The events become the behaviour, with only the default physics step still applied around them.
So an animation is driven either by a classic controller or by your events — never partly by both. If you add an event to an animation that was working through a behaviour override and it suddenly stops moving, this is why.
Modes in Spawn Events¶
Spawn Enemy and Spawn Item events both carry a mode. Pick the mode for the entity being spawned, not for the character doing the spawning. If a player spawns a classic knife, choose a mode from the knife's item mode list.
When It Goes Wrong¶
Start from the closest classic reference and change the mode only when you know which controller you want.
A wrong mode has a recognisable signature. If a spawned enemy or item locks up, immediately switches animation, ignores collision, or disappears on spawn, suspect the mode before you suspect anything else.
Related pages: Logic Events, Enemy Logic, Item Logic, Entity Types and Behaviour Modes.