Hey Folks,
I made this “game” where you start with a castle.
On start castle spawns a unit.
Said unit is now controlled by AI and does the following.
AIState
IsHomeless
[INDENT]FindExistingHome[/INDENT]
[INDENT][INDENT]GetRandomLocation[/INDENT][/INDENT]
[INDENT][INDENT]MoveTo WORKS[/INDENT][/INDENT]
[INDENT][INDENT]FindHousing[/INDENT][/INDENT]
[INDENT]BuildShack[/INDENT]
[INDENT][INDENT]GetRandomLocation[/INDENT][/INDENT]
[INDENT][INDENT]MoveTo WORKS[/INDENT][/INDENT]
[INDENT][INDENT]BuildHouse[/INDENT][/INDENT]
IsUnemployed
[INDENT]CheckhouseReferenceSet[/INDENT]
[INDENT][INDENT]MoveTo WORKS[/INDENT][/INDENT]
[INDENT]CheckCastleReferenceSet[/INDENT]
[INDENT][INDENT]MoveTo WORKS[/INDENT][/INDENT]
[INDENT]CheckForEmployment[/INDENT]
IsWorking
[INDENT]IsConstructionWorker[/INDENT]
[INDENT][INDENT]IsNotAtOffice(sequence)[/INDENT][/INDENT]
[INDENT][INDENT][INDENT]MoveTo ABORTS due to AssignWorkerJob[/INDENT][/INDENT][/INDENT]
[INDENT][INDENT]IsAtOffice[/INDENT][/INDENT]
[INDENT][INDENT][INDENT]AssignWorkerJob[/INDENT][/INDENT][/INDENT]
[INDENT][INDENT][INDENT][INDENT]MoveTo ABORTS due to IsNotAtOffice[/INDENT][/INDENT][/INDENT][/INDENT]
The task MoveTo is multifunctional and its the same one being used every time
For some reason the AI doesnt finish the sequence, for clarity, it initiates the AIMoveTo, aborts a split second later and moves on with the tree.
So the moment the NPC starts walking to his job location, well a split second later, the AI fires IsNotAtOffice- A split second later it fires AssignWorkerJob etc etc etc.
The only way I can get anything built now is if I place it directly in front of the castle entrance.
Any Ideas?
PS
Picture of the IsConstructionWorker part