My game is combination of FPS and RTS game styles. I have door objects that can be placed at certain place to block enemy coming. However, when door object is placed, for example, 4 doors, blocked all pathes, the enemies will just walk around the Base without gathering in near door to destroy it by attacking. How to make a behavior tree that will tell the enemies to detect and attack the nearest door to clear the path for coming to attack the player?
AIMoveTo has an ENUM PathResult Output you can use to put in behaviour for Success, Blocked, Off Path, Abort, Skip or Invalid,
Do you have example?
I dont have any projects at the moment that use Blackboards and BehaviourTrees but something like this:
Should maybe give you a starting point, youd put them in the Behaviourtree function that tells them to seek the target and save the target as blackboard variable, its been a while since ive worked with BT and BB though.