I am trying to put together a working AI character, in the correct manner using behavior trees. Seems like I really need some help
I have a pawn with a behavior tree and blackboard setup. I have the pawn moving to the nearest node I created in the map. But, I stuck from there on.
The forum thread that started a while ago about BTs is quite messy.
The most thorough and popular tutorial on Youtube seems to use a state system (I thought they were unnecessary now…?) and, with all due respects to Mr Newton, is painfully slow with unclear explanations. Especially on why he is doing things in a particular way.
I don’t mean for this to be a complaint thread. Quite the opposite, I love that people are taking the time to produce tutorials.
I understand what a task is, but what is a decorator and a service? And when/why should I use them?
How and where should I be using things like the ‘onseepawn’ event? (I have it working in my enemy pawn, but is that the right place?)
What is generally considered correct and clean practice for behavior trees?
If anyone has any links or tutorials, they would be much appreciated.
Thanks in advance.
Hello,
i am quite sure you ever have seen most of them but in case you didn’t and considering that there have been a large number of new threads asking about AI.
silentx explains how you do one of this ai stuff in his playlist of 5 video tutorials that you can see on his youtube channel.
He is now a bit busy so people have to wait to be gifted by him once again for more tutorials and all stuff he’d like to add in his project.