I have an AI charter that follows and attacks the main player. I made a completely new character that is the friendly AI. I want the friendly AI to follow the AI. Inside the blueprint tree and BB I set everything up the way you follow the player but instead of the player how do I set the TargetLocation to the AI? Attached are the screen shots where i show the player character goes. Is there another node for the AI?
Hey Thanks Evil.I really appreciate it. Okay so tag where and how? Examples and or videos are a big help. Attached u will see I tried get all actors of class and filled the info for the array but it still wont attach to the transform. I also tried casting to the AI but still no go. I also tried to plug it straight in from the event but still no go. My AI is using a made enemy controller not base AIController. Could that be the problem? I tried to cast to enemy controller but thats a no go too. What node to i plug in the transform to make Friendly target the AI? Thank you.
I really appreciate the help. Ok so in the attached pic u will see. There is no “Get Actor of Class” node popping up. Even if i right click. I made each one separately but they both are parent class: Character. If that helps. When ever I connect anything from the owner controller to Actor location the friendly runs around randomly but dosent see the AI. If I where to make them the same how could i get the Actor Location from the “Get All Actor of Class” node? Thanks so much.
EvilCelric You answered my question. Thank you. The final image with “Get Al Actors Of Class” helped me . It works even with multiple AI’s. Thank you so much. I really appreciate it. How do I mark the question as Solved? Thanks
Hey Evil One more quick question. Ok. I got it set up. I tried to do the complete opposite by now making the AI chase the Friendly. On the get all actors of class i put the Friendly as the class. I use the exact same set up but its not working? A print string says it see it but the AI is not moving. Any suggestions? Thanks I really appreciate it.
Hey Evil One more quick question. Ok. I got it set up. I tried to do the complete opposite by now making the AI chase the Friendly. On the get all actors of class i put the Friendly as the class. I use the exact same set up but its not working? A print string says it see it but the AI is not moving. Any suggestions? Thanks I really appreciate it.
Ok. In the BTree of the AI everything is firing off even the punch is i connect it. It goes to the FAI node but the AI dosent move. Im guessing its the target location then. Here is the Find Friendly set up. Could there be an error? It is suppose to be a mirror image of the Friendly find AI its just the complete opposite. AI find Friendly. Thanks so much.
First: without specifying a Tag both the “Actor Has Tag” and the branch are doing nothing there.
Is there only one friendly? If so, then use “Get Actor of Class” and remove the foreach loop.
In the lower corner of the right side of the behaviour tree, where the keys are, you should be able to see the value of the different keys. Does the TargetLocation have a valid and correct value?
From your behaviour tree, there is the “FindFriendly” but I don’t see any Move node. How does the character move?
Yes thank you so much. Im so blind. I completely forgot the move to I didn’t see that. It works perfectly now. So Final question and ill be out of your hair for good. Ok. I got the AI to follow the player and the friendly. The problem is it goes back and forward undecidedly in the middle of fighting. How do I set the BTree to findPlayer first and only and then go to find friendly only if it dosent see the player? Do I use a decerator and or service? FindPlayer is on the left side. Thanks so much. I really appreciate it.