Recent content by SolarFalcon

  1. S

    Using Movement Pack with Unity's Character Controller

    I've changed that value to 0 (and other numbers higher etc), and it still doesn't work. I just started another project and I'm using BD there without the Third Person Controller and it's working as intended. Not sure how that script is screwing things up, but that must be the issue. I'll have to...
  2. S

    Using Movement Pack with Unity's Character Controller

    So it's been a while an I've updated Unity and Behavior Designer. It's really bugging me that this asset is not working for my purposes and I'm still trying to figure out if it's me, Unity, or this asset. So, I've started with the default code that ships with Behavior Designer and I have NOT...
  3. S

    Using Movement Pack with Unity's Character Controller

    I've tried that. Still doesn't work. I'll just use my hack to get around this weirdness.
  4. S

    Using Movement Pack with Unity's Character Controller

    Upon closer inspection, it appears that destinationReachTime never reaches -1, so it hangs.
  5. S

    Using Movement Pack with Unity's Character Controller

    Ok, well I updated Behavior Designer and check this again, now Wander works, but only a few times, then it fails. I thought maybe it wasn't able to find a valid location, so I removed the limit on checking for valid move locations, but that didn't work either.(edit: It actually did work, but it...
  6. S

    Using Movement Pack with Unity's Character Controller

    A video to show you what is happening.
  7. S

    Using Movement Pack with Unity's Character Controller

    While the above did solve that problem, I still have a glaring issue with the movement pack. I have a simple Tree set up with only a Wander action. According to the script file, Wander should run indefinitely, correct? Well, with the default script, it does not loop, no matter what I set its...
  8. S

    Disabling A Behavior Tree

    Yeah, the enemy is using a NavMeshAgent. Like I said, I've been getting some strange activity over here. I have screwed around a little with the code so it can work with my Animation Controller, but I don't think anything I've done is causing this. I found a method to get around this for now...
  9. S

    Disabling A Behavior Tree

    Pursue. The one that chases a target.
  10. S

    Disabling A Behavior Tree

    Thanks for the response. Yeah I came to that conclusion about an hour ago, so I added a bool test to make the action enter the fail state.
  11. S

    Disabling A Behavior Tree

    BehaviorTree.enabled = false doesn't work at all. I'm using Pursue in the Movement pack, and I set this to false and it keeps ticking away. BehaviorTree.DisableBehavior() isn't working either. I have a dead enemy chasing the player due to this.
  12. S

    Using Movement Pack with Unity's Character Controller

    Ok, I'm a freaking noob. I needed to use the NavMeshAgent's desiredVelocity instead of the Target's position.
  13. S

    Using Movement Pack with Unity's Character Controller

    If anyone knows how to get the Movement Pack to work with Unity's Character Controller, please help me out here. I really, REALLY, don't want to design a character controller from scratch just to use this movement pack, and I don't have $180 to fork over for Opsive's Ultimate Controller.
Top