A small update. I’ve been working a lot on the toolkit lately, particularly AI and have come pretty far. All abilities I’ve added can now be used by the AI. It took a ton of work, since I’ve chosen very different types of abilities, requiring completely different AI behavior trees for each one. With six different skills that means six different behavior trees where each is roughly the size of the ATBTT_AI_Controller. There is some overlap in the nodes for each, so I’ll want to do some refactoring down the road, but I’ll skip that for this update so that I can deliver it quicker. This update is going to be somewhat experimental when it comes to the new Tactical Combat game example. I’ve kept the blueprints separate from the main toolkit, but I might consider integrating some of the additions into the main toolkit later. I’ll be interested in getting feedback from you guys when I drop the update.
At the moment I’m tweaking the AI and have two AI teams fight it off. At the moment the AI is way to defensive and they usually end up having a mexican standoff where each team stands still and everyone enters overwatch. As soon as someone from the other team moves they all mow him down. After a while only the ones with the wits to stand still are alive and the game never ends I’ll try to increase their aggression next.