How do I use RunBehaviorDynamic in the behavior tree?

SebGallop
Thu, 05 Mar 2020 16:06:10 +0000
AI

Hello,

I need a bit of help understanding how to use the RunBehaviorDynamic task in behavior trees. I am working on an open-world RPG game and I wanted to create a single AI that all NPCs in the game would use. This AI would use a master behavior tree that would link to other behavior trees for combat and their occupational work.

For this to work, I want the ability for NPCs placed in the world to be set occupations and the master behavior tree to change the tree that will run for their work behavior. To avoid having to choose between RunBehavior tasks for every occupation possible, I wanted to use the RunBehaviorDynamic task and change which behavior tree it would run depending on the occupation selected.

I have searched around for instructions on how to use this task but have come up empty so far, any advice on how to use this task or how to get around using it would be much appreciated.

6 posts - 3 participants