Hi ,
Sry I am late, but due to my slow internet connection I cannot participate in the livestreams, and I have to watch the YouTube replay.
I’ve just watched the AI stream, great job!
I have a small question I was hoping you might help me with.
I would like to know how I can do the following in blueprints and the Behavior Tree.
The player has different states that are placed in an enumeration:
states
{
walking
running
attacking
attacked
sleeping
}
I want a classical switch-case scenario in the behavior tree, where each case corresponds to a state and has its corresponding Tasks.
The way I was implementing this, is having for each state a bool value in the blackboard, and each time I change the AI state I have to set all the other bool variables to false, except for the one I am using.
Then select the corresponding task by using a blackboard based condition decorator.
But that quickly became complex as the states count augmented.
Is there a switch decorator?
I know there is a simpler way to implement this, and I would appreciate your help.
Also I would appreciate if you cover on your stream later how to optimize the AI, and how to spawn 50 AI in the map, and how they avoid each other, I understood you made that in bullet train.
Thank you