Ok, I changed the code of the DeathMatch to work with my needs. And added the player on a standalone team vs a team of the agents. And it works fine.
But there are two errors show up, some agents work normaly and attack the players, while others are frozen, I think they need a leader as in the first error, and an error occur during calling backup of other team's agents?
Would you please, give me a hint to fix those errors?
1)
NullReferenceException: Object reference not set to an instance of an object
Opsive.DeathmatchAIKit.AI.Actions.VFormation.MoveIntoPosition () (at Assets/Opsive/DeathmatchAIKit/Scripts/AI/Actions/Team/VFormation.cs:115)
Opsive.DeathmatchAIKit.AI.Actions.VFormation.OnUpdate () (at Assets/Opsive/DeathmatchAIKit/Scripts/AI/Actions/Team/VFormation.cs:98)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at Assets/Behavior Designer/Runtime/BehaviorManager.cs:1300)
BehaviorDesigner.Runtime.BehaviorManager.Tick (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree) (at Assets/Behavior Designer/Runtime/BehaviorManager.cs:1111)
BehaviorDesigner.Runtime.BehaviorManager.Tick () (at Assets/Behavior Designer/Runtime/BehaviorManager.cs:1049)
BehaviorDesigner.Runtime.BehaviorManager.Update () (at Assets/Behavior Designer/Runtime/BehaviorManager.cs:1005)
2)
NullReferenceException: Object reference not set to an instance of an object
Opsive.DeathmatchAIKit.AI.Conditions.ShouldProvideBackup.OnUpdate () (at Assets/Opsive/DeathmatchAIKit/Scripts/AI/Conditions/Team/ShouldProvideBackup.cs:34)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at Assets/Behavior Designer/Runtime/BehaviorManager.cs:1300)
BehaviorDesigner.Runtime.BehaviorManager.Tick (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree) (at Assets/Behavior Designer/Runtime/BehaviorManager.cs:1111)
BehaviorDesigner.Runtime.BehaviorManager.Tick () (at Assets/Behavior Designer/Runtime/BehaviorManager.cs:1049)
BehaviorDesigner.Runtime.BehaviorManager.Update () (at Assets/Behavior Designer/Runtime/BehaviorManager.cs:1005)