Behavior trees for RTS game: Is it possible to use a main behavior tree and then let child of such tree have their own setup?

Hello there,

I have a question about behavior trees. I’ve made a simple Units for RTS game with simple selection and move commands. I was wondering if it’s possible to use a main behavior tree and then let childs of such tree have their own setup. For example have a tree with simple agro/idle/attack then have a child add build for example to it. Is it possible?

This is what I have right now: http://www.youtube.com/watch?v=rDcxVLXgvQg&list=UUp7MKBs-HDnP3hUy0r4MOCg

No behavior trees as of right now. I’m thinking if I should go that route or not. Because I want to be able to control the characters once in game.

I want to be able to select the Pawns or Characters and give them commands and based on these commands they change their behavior. I think I’ll be using a lot of services. I just want to make sure that inheritance works with this!

Yes, you can extend behavior trees. I don’t have an example of this because I haven’t done it yet, but reading the docs showed it can be done and is an intended valid workflow.

Also yes, for commands, you can use a service to set flags on the blackboard, that decorator compares check against to see if they execute. I do do things like this for setting the bot to jump, then in the tree it sees it can jump.

I mean can I extend on an existing tree? Create a child of it that can modify some of behaviors or override them? Like when you create a master blueprint and have childs to it. That’s how I did the basic movements and the units for the time being I just want to know if it’s going to be possible for Behavior trees.