Flow Fire Games
New member
Hi all,
I have a behaviour tree (actually it is composed by 4 external BT refs), and I want to achieve something very simple, but I cannot figure out how exactly. This is my BT:
Basically it has like 4 subtrees (they are external BT's), from left to right, "Flee", "Combat", "Search", "Idle (patrol)". The thing that I want to change here is on the Flee. I just want to do the Flee task, and only if the condition of "Is Any Hostile Visible" (used also in the Combat BT) subtree is true, then I also want, in parallel, look at the target and shoot him. I tried an approach like the one that I have with the Is Low HP (with a sequence that aborts) but the aborts or either don't abort only the LookAt and Shoot nodes, or they abort parts of the BT with less priority (Combat, Search or Idle).
How should I do to make it work as intended? And by the way, if you see anything that I should change in general, let me know, I want to improve it as much as possible
Thanks!
I have a behaviour tree (actually it is composed by 4 external BT refs), and I want to achieve something very simple, but I cannot figure out how exactly. This is my BT:
Basically it has like 4 subtrees (they are external BT's), from left to right, "Flee", "Combat", "Search", "Idle (patrol)". The thing that I want to change here is on the Flee. I just want to do the Flee task, and only if the condition of "Is Any Hostile Visible" (used also in the Combat BT) subtree is true, then I also want, in parallel, look at the target and shoot him. I tried an approach like the one that I have with the Is Low HP (with a sequence that aborts) but the aborts or either don't abort only the LookAt and Shoot nodes, or they abort parts of the BT with less priority (Combat, Search or Idle).
How should I do to make it work as intended? And by the way, if you see anything that I should change in general, let me know, I want to improve it as much as possible
Thanks!