I don't see a simple way to get a variable from another game object. Lets say Object 1 has Health int = 10 and if it sees Object 2 and Object 2 also has Health int = 10 then do something.
I can store Object 2 if I see it so how come I cant get its Health int ?
Hi, I had this working before with the same setup but all of a sudden its adding like 13 to my foodCount variable instead of adding just 1. I'm even destroying the food object before I Add 1 to make sure it doesn't meet the condition evaluator again. Do you see anything here that is causing the...
Oh okay thank you, I thought that was to drag and drop a game object in there.
What would be your solution for if game object tag = enemy Or tag = food?
I'm thinking just use a Conditional Evaluator and have multiple Has Entered Task under it.
I would expect to see something like Playermakers on trigger enter event where you can store a collider:
BD has this same setup on other actions such as find with tag:
But there is no store value in the Has entered trigger action:
I don't see anything that allows me to store a collider or trigger as a game object variable so I can use it in Pursue or Evade.
How would I do something like, on trigger enter if tag = "Biggier Monster" then evade?
Hi, I think there is a bug with the Playmaker action Resume Behavior Tree. I could not get it to work and It doesn't even ask for the group or anything so I don't know how it is identifying which behavior I would want to resume.
Anyway, Start Behavior Tree action works well for me but the Start...
Why would it be overwritten? If I have 1 behavior tree that sets a global variable to the player then pass that variable to all other trees then they should all just read this variable as the player. Why would anything overwrite it? I switch players so I'm trying to get around constantly...
These Conditional Aborts don't seem to do anything.
In my setup, I have a radius of 10 on the left and 5 on the right. The selector never breaks to run the right sequence when I'm within range.
Is there anyway to restart "all" Behavior Trees within the scene? This way I don't have to repeat find game object with tag, I can just restart the Tree when needed for multiple trees