i Have this sequence that starts when “goingToDecoy” is set true, and i want to set “goingToDecoy” to false after the wait, so i created the task “LeaveDecoy” like this:
when reaches “wait” after 3 seconds goes to “LeaveDecoy” but nothing happens here it goes back to “goToDecoy”->“Move To”-> “wait” its looping.
Im gonna try explain what I`m trying to do:
When the player activates a decoy the enemy (wich has the BT im using) enters that sequence when the BBkey “going to decoy” is set to true, then gets the location of that decoy (“goToDecoy”) and moves to that location (“Move To”) after reaching that location he waits 3seconds and then should go back to roaming by leaving that sequence
Hi, well it shows on the lower right that “goingToDecoy” is true and since that sequence is the one with the highest priority it will keep executing as long as both its decorators return true. So what I would do
(-) In your LeaveDecoy task, do a print to make sure it executes (I don’t see any reason why it shouldn’t execute but just to be sure…)
(-) If its executing, find where you’re setting “goingToDecoy” to true again.
Yes you are right, it was something that was setting the value back to true back in the character blueprint, i dont remember what it was but i managed to fix it