Boss AI Behavior Tree - Combining Melee Attack with Continuous Bee Spawning

I’m not sure if I understood you correctly, but I managed to make it work. Thanks! :grin:

BTTask_QueenBee_Loop_Attack:

Behaviour tree:

BTTask_MoveAndWait:

I made the following changes:

  1. In the BTTask_QueenBee_Loop_Attack (as you suggested), I added a Set Timer By Event node to execute the custom event as many times as needed.
  2. In the Behavior Tree, as background tasks, I added a Selector, one for the melee attack and the other for wandering.
  3. Since every time the queen bee used the melee attack and the flow moved back to the wandering task, the service BTService_RandomLocation was triggered, causing a new position to be returned before the last one was completed (changing the position every time a melee attack was executed), so I added the BTTask_MoveAndWait task inside the reset sequence.
  4. Lastly, because the reset sequence is a child of the melee phase, when the player was moving within range, the melee was no longer triggered until the wandering task was finished. To fix this, I added the same decorator from the parent, set “Inverse Condition,” and set Observer Aborts to Self.

After that this is the result :slight_smile:

Thank you again for the suggestion!

I hope this will help someone in the future.