But the conditional aborts will only interrupt the task that is on the right side of it,You can use conditional aborts to interrupt an active task. If you take a look at the Behavior Designer videos page there is a video where I go over how aborts work.
Is there any other way to do it?You should restructure your tree so seek is to the right of it. I do something similar with the Deathmatch AI Kit tree. You can see how this tree works on:
Solo Tree - Opsive
When you open the Solo behavior tree within Behavior Designer you’ll see (click to enlarge): At this point the game is not running so the . . .opsive.com
If you want to use conditional aborts then you need have the interruptable tasks on the right. You can also use the Interrupt/Perform Interruption tasks to manually stop another task but in this case I recommend using conditional aborts since it's a lot easier.Is there any other way to do it?
There is a delta parameter within Rotate Towards that controls how fast the agent rotates.Another thing I have the movement pack and I am looking to look at or rotate towards , so it will rotate to target but smooth, I tried some of the actions but most of them are not smooth they are snapping to them, i need the rotation to be smooth,
Do I need to create it? or there is one that I can use in the behavior tree
You will need to set different targets for each AI.The ai works perfectly when there are one or two but if there are 5 or 10 AI and they have the same target they start running in circles around the target
Any tip on how to prevent it?
Thank you for helping meIf you want to use conditional aborts then you need have the interruptable tasks on the right. You can also use the Interrupt/Perform Interruption tasks to manually stop another task but in this case I recommend using conditional aborts since it's a lot easier.
There is a delta parameter within Rotate Towards that controls how fast the agent rotates.
You will need to set different targets for each AI.
About the rotation, Can you explain to me how to do it? I have the target as gameobject I tried 3 of them but it won't workIf you want to use conditional aborts then you need have the interruptable tasks on the right. You can also use the Interrupt/Perform Interruption tasks to manually stop another task but in this case I recommend using conditional aborts since it's a lot easier.
There is a delta parameter within Rotate Towards that controls how fast the agent rotates.
You will need to set different targets for each AI.
I got it, because I set update interval for 0.2 it does that,If you want to use conditional aborts then you need have the interruptable tasks on the right. You can also use the Interrupt/Perform Interruption tasks to manually stop another task but in this case I recommend using conditional aborts since it's a lot easier.
There is a delta parameter within Rotate Towards that controls how fast the agent rotates.
You will need to set different targets for each AI.