isolatedpurity
New member
So I've been working with playmaker for a long time and recently decided to try utilizing it and Behavior Designer. I am wondering how exactly I would handle a situation where the ai gets hit, receives a "got hit" event from the attacker evaluates its health in the fsm then determines if its dead or not using a simple float compare and if not it do other things.
My problem is, I figured I could use a conditional abort lower priority to continue to reevaluate if its dead or not. The fsm should return a success if dead and make the behavior tree abort any lower priority tasks but it does not.
My problem is, I figured I could use a conditional abort lower priority to continue to reevaluate if its dead or not. The fsm should return a success if dead and make the behavior tree abort any lower priority tasks but it does not.