Comments (4)
Contraquestion: Why would you return RUNNING in the first place, if you don't want that task to go on (keep running)? Why not simply return SUCCESS in that case?
from behaviortree.js.
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntelligence/BehaviorTrees/BehaviorTreeQuickStart/
Say in this structure, I want FindRandomPatrol
only run once until moved to dest, because of I don't want change dest when moving.
So I let Move to
return RUNNING
, then I achieved this goal, and node 111
will return RUNNING
too.
But I still want the AI to chase player immediately if Has Line Of Sight
to player when AI is moving.
So I need a non-remember version Selector
in this case.
from behaviortree.js.
Thanks for that very clear picture. I like.
Currently, I would solve it, with just letting "Move To" put a target location into the blackboard (maybe calling it "Select Target Location") and return SUCCESS, so there can be node in the selector before that one that actually moves the actor as long as a target location is set.
But that is just from the top of my head. I'll think about this further and do some reasearching, maybe you've got a point there. I am intrigued.
from behaviortree.js.
Currently, I would solve it, with just letting "Move To" put a target location into the blackboard (maybe calling it "Select Target Location") and return SUCCESS, so there can be node in the selector before that one that actually moves the actor as long as a target location is set.
This should be a good way too. Many thanks! I'll try.
from behaviortree.js.
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from behaviortree.js.