Behaviour Tree - Spider Enemy

Aim_har27

New member
Hey,

I want some advice around the kind of enemy AI you can create with the Behavioural Designer, if I wanted an enemy that was say like a spider - doesn’t hold weapons, seek / attack (attack with speed) and die. Would I require my own animations or how would this work ?

Has anyone implemented similar / can some one share there behaviour tree with me.
 
Yes, this would require your own animations since a spider uses a generic rig. I haven't seen any spider specific behavior trees but I would start by adding the seek task and then slowly building it up from there.
 
You can use the variable system to add health to an agent.
Last question haha, if I have integrated the TPS with the Behavior Designer do I need to script the damage from weapons in the TPS to reduce the health on the AI, or is this built in to the integration?
 
Generally not - you can use the TPS version of the health component. I briefly talk about that in this video:

 
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