[RESOLVED] Basic Behaviour Tree: Idle animation and if you see player, follow them« Back to Previous Page

Could you please explain how to go about creating a really basic Behaviour Tree where an enemy sits and plays an idle animation, and if it sees the player, it runs after the player until the player goes out of view distance. I can get the follow part and/or the idle parts figured out on their own, but getting them to swap to do one or the other depending on a condition simply using the Behaviour Tree Editor isn't yielding anything at the moment. Thanks, Justin
Posted by justinliebregts (Questions:19, Answers:40)
Asked on October 25, 2022 5:28 am
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Leaving the Sensors field blank does mean that all active Sensors will be queried.
The Form Variable will be a GameObject, not a Vector 3. This is the object pointed to by the Form field of the Entity, and it refers to the object that the Entity is describing.
Posted by prime (Questions:2, Answers:83)
Answered On October 28, 2022 8:38 pm #
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This is great! Thanks Prime. I have a question though: In your top-most detect node in the Soldier2 BT, you have nothing entered in the Sensor field. If that is left blank does that mean the detect will use all available sensors? Also, the form variable of distraction is a vector3 position I pressume. Is the Form Variable almost always a vector3?

Posted by justinliebregts (Questions:19, Answers:40)
Answered On October 28, 2022 7:49 pm #
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Here’s a project that has an interruptible behavior:

https://drive.google.com/folderview?id=0Bz59DBE1t2fldWw3eTZjTmswQ00&usp=sharing

Posted by prime (Questions:2, Answers:83)
Answered On October 26, 2022 12:59 am #
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I’ll post a video once I have it.

Posted by prime (Questions:2, Answers:83)
Answered On October 25, 2022 4:19 pm #