First time enemy AI creator and forum poster here! If this post needs more information or if I did something wrong, please let me know!
I am working with behavior trees for the first time. With the way I have their behavior trees set up the enemies will attack the air and go through the rest of their tasks every time the player jumps. I assume that this is because they can’t find a way to attack the player, so they immediately go to the next task and attack. If that isn’t the issue I also think there may be something wrong with the enemy’s EQS because I believe that is what tells the AI they can move places in the first place. Is there any way for their behavior trees to ignore the player jumping?