Common Behavior Attributes

All the Golaem Crowd behaviors (Go To, Locomotion, ...) share some attributes to handle Visual Feedbacks or that help define how and when those behaviors should be played (triggers), optionally which script code they should call when starting/stopping (callbacks) and how they are linked to other behaviors (sequence).
 
The attributes of a Behavior are not keyable. Once a Behavior has been initialized, if attribute values are changed they will not be taken into account until the next reinitialization of the node (start frame of the manager).
 
By default, when created, a Behavior will automatically create two linked Triggers.
A Behavior with two automatically created Triggers

Configuration

Trigger Attributes

The Start/Stop Triggers specify when a behavior should be started and stopped. A Behavior will not start until the Start Trigger is true. When a Behavior is started, its Stop Triggers are evaluated at each frame. If one of those Triggers value becomes true, the Behavior stops.
 
As explained above, two Triggers are automatically linked to a Behavior when it is created.However it is possible to link the Behavior to other Triggers in the scene by changing its Start Trigger / Stop Trigger attributes and thus sharing Triggers between Behaviors. Edit Start/Stop Triggers with the Trigger Editor.
 
 
Start Trigger Trigger which specifies when a behavior should be started. Click on  to select the currently set Trigger in Maya.
Stop Trigger

Trigger which specifies when a behavior should be stopped. Click on  to select the currently set Trigger in Maya. Several Stop Triggers can be specified for a Behavior, they will be evaluated sequentially and if one of those returns True, the corresponding Behavior will be stopped.

Callback Attributes

These attributes can contain a string representing the MEL/Python command to run on start or stop.
Callback Attributes of a Behavior
On Start Callback MEL/Python script command called when the Behavior is started
On Stop Callback

MEL/Python script command called when the Behavior is stopped.

Those callbacks may contain special tags such as #pid#, #ps# or #gid# to interact with particles (see Technical Documentation).

Visual Feedback Attributes

These attributes are provided to help during debugging and improving the scene. Those Visual Feedbacks are contextual according to the current Behavior, and can be displayed and also configured in the Crowd Visual Feedback.

Notice that several Behaviors are provided with their own Visual Feedback Attributes. Please refer to these Behaviors pages to a complete overview of each attributes.
Enable Show or hide the Behavior in the Crowd Visual Feedback
Color Color used for the viewport Visual Feedback
Transparency Alpha of the Color
Enable Color Visual Feedback If checked, Entities get colored depending on which Behavior they are playing. The checkbox also needs to be checked on the relative Crowd Field.