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Need node break function #37
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Hey @PlusLius, sorry, for the delayed answer. I am not quite sure how you implemented the Walk. Does it return Also a suggestion: I am not quite sure if Seek and Walk are different for you, but if they are principially the same (the one just has a target the other does not), you can also use the blackboard that is passed in to set a target to walk to, and then you need just one walk task, that walks to the target given in the blackboard (set by the cansee task) or just walks randomly. Just a thought/idea (without knowing what you actually want to achieve :-)). Does this help to you? |
Hello @Calamari Calamari is something that I didn't put very clearly, but what I'm trying to say is this situation
Why is this necessary?
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Ok, I think I get what you want to achieve. I am not quite sure if the way I think you are thinking to do it is the right approach. I think your definition of "run in a loop" is different from mine. Here is how I would define it: You have a game loop, that game loop is ran every – lets say – 15ms (exampe number, rounded down from 16.67ms to get 60FPS) and draws a frame. Also run every frame or every 10th frame is the AI logic, a.k.a. Behavior Trees of the agents in the game ( If that rings sensible to you, that would allow the following to you: First you need:
IsEnemyInView -> is a decorator that calls SetTarget if an enemy is in line of sight and returns FAILURE otherwise So to explain a bit more: With that pattern you could easily add other things in there, like attack if Enemy is in range, etc. I hope this small tutorial style essay can help you jump start your progress. Would like to here if it helps, and if not, what is missing. Maybe I am missing the point still. :-) |
Need node break function
Expect Logic
Actual Situation
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