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Recent content by DeanMarquette

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    Get variable from other Game Object to compare

    Okay I give up, I'm not fluent enough of a coder to pass the int from Object 2 to Object 1 via a task.
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    Get variable from other Game Object to compare

    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 ?
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    Int Operator Add not working as expected

    I added a Until Success to circumvent this so it waits until the other game objects is no longer detected.
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    Int Operator Add not working as expected

    I noticed in the debug this cycle is getting ran like 5 times almost instantly, how can this only be ran once.
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    Int Operator Add not working as expected

    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...
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    Store collider/trigger as variable?

    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.
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    Store collider/trigger as variable?

    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:
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    Store collider/trigger as variable?

    Yes I'm wanting to store a colliders game object. In the Has entered trigger action there is no Store variable option in the inspector.
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    Store collider/trigger as variable?

    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?
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    Resume Behavior Tree action not doing anything.

    Oh, so I have to start the behavior with the FSM and then I can use resume from somewhere within that same FSM. I see, okay thanks!
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    Resume Behavior Tree action not doing anything.

    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...
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    Duplicate Behavior Tree

    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...
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    Stopping a task before completed?

    Awe, that worked thanks!
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    Stopping a task before completed?

    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.
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    Restart All

    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
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