LethDavidson
Member
Howdy!
This might be more of a behavior designer question, but given how this is very tied up with the ability system i figured i'd ask here. I want a werewolf AI to use abilities i'll create that do things like play a Leap Through Window aniamtion when trying to get in there, switch to a run on wall behavior, ect. Alot of abilities that the AI more or less needs to choose ot navigate to the spot of, trigger, then keep going afterwards. SO if like, an AI needs to use an Interact button to open a door, i'm not sure how to work with the UCC value systems to get it to do that.
I think i'd get how to do this in my own code, but i'm not sure how to fedangle with the MoveTowards and the object idetidiers and ability start locations when i'm doing BD behavior trees. the UCC stuff has speicific ways that it wants to approeach objects to ensure it's in the right spot to use thme and i'm not sure how to work with those. The BD UCC demo has some abilitiy stuiff in the tree, but none of it requires positoning. I know that htis is more of a GOAP sorta deal, but i want to to be able to have an AI have a colleciton of navigation points akin to off-navmesh links or special ways to get around the envriornment, and i'm really not sure how to use the Ability Pack's included systems with AI navigation to start learning how this works.
Thanks!
This might be more of a behavior designer question, but given how this is very tied up with the ability system i figured i'd ask here. I want a werewolf AI to use abilities i'll create that do things like play a Leap Through Window aniamtion when trying to get in there, switch to a run on wall behavior, ect. Alot of abilities that the AI more or less needs to choose ot navigate to the spot of, trigger, then keep going afterwards. SO if like, an AI needs to use an Interact button to open a door, i'm not sure how to work with the UCC value systems to get it to do that.
I think i'd get how to do this in my own code, but i'm not sure how to fedangle with the MoveTowards and the object idetidiers and ability start locations when i'm doing BD behavior trees. the UCC stuff has speicific ways that it wants to approeach objects to ensure it's in the right spot to use thme and i'm not sure how to work with those. The BD UCC demo has some abilitiy stuiff in the tree, but none of it requires positoning. I know that htis is more of a GOAP sorta deal, but i want to to be able to have an AI have a colleciton of navigation points akin to off-navmesh links or special ways to get around the envriornment, and i'm really not sure how to use the Ability Pack's included systems with AI navigation to start learning how this works.
Thanks!