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Please add new behaviour Tree composite Node and/or make behaviour more customizable

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    Please add new behaviour Tree composite Node and/or make behaviour more customizable

    Click image for larger version

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    See this screenshot. I want the node on the left only to be executed if the decorator is true. The two nodes on the right should be always executed, except if MoveToStorehouse itself would fail, then MoveToStorehouse should be executed until it returns success.

    The problem is, with if I set it like like on the screenshot, the MoveToStockpile Sequence on the top does not distinguish between whether the decorator has returned false or the MoveToStorehouse task itself failed. So at the moment if the decorator is false the two nodes on the right are never executed.

    The only way to achieve what I want is to duplicate the two task nodes on the right and have a selector select between "do this 3 tasks" or "do this 2 tasks". But having nodes duplicated is ugly and just very bad design.
    Last edited by John Alcatraz; 03-23-2015, 02:01 PM.
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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