Blargenflargle
New member
Hello,
I'm having issues implementing a turn based system using behavior designer. In this game I have X# of actors. Each actor has their own turn, and their own piece to move around the board. Each actor should evaluate the board once, right before they make their move. This is where I'm running into issues. Each actor has a behavior tree attached to it. When I run "BehaviorManager.instance.Tick()" only one actor does anything. If I run the tick function again, or 100 more times, that same actor will move every time. No other actor will move. If I delete the gameobject for that actor, another random actor will move every time I run the tick function. If I keep deleting the gameobject that's moving, a new one will keep being randomly chosen to be the next one that can move.
My questions basically boils down to: How do I make the tick function work? How can I ensure every behavior tree gets ticked? Are there any good examples of turn based implementations that don't just let their behavior trees run constantly? Thank you.
I'm having issues implementing a turn based system using behavior designer. In this game I have X# of actors. Each actor has their own turn, and their own piece to move around the board. Each actor should evaluate the board once, right before they make their move. This is where I'm running into issues. Each actor has a behavior tree attached to it. When I run "BehaviorManager.instance.Tick()" only one actor does anything. If I run the tick function again, or 100 more times, that same actor will move every time. No other actor will move. If I delete the gameobject for that actor, another random actor will move every time I run the tick function. If I keep deleting the gameobject that's moving, a new one will keep being randomly chosen to be the next one that can move.
My questions basically boils down to: How do I make the tick function work? How can I ensure every behavior tree gets ticked? Are there any good examples of turn based implementations that don't just let their behavior trees run constantly? Thank you.