tactical pack: surround task blocking execution from behavior tree.

MarkusKer

Member
Hello,

I reverted to using the unity navmesh agent instead of a*pathfinding using the surround task for the behavior tree. However, the rest of the tree is only executing if the surround task is not finished. As soon as the agent moves, the rest of the tree starts executing again. I am using a parallel task.

Regards,
Markus
 
I am sorry, it looks like the tree has stopped working because the surround task failed at the following task: if (tacticalAgent.RotateTowardsPosition(tacticalAgent.TargetTransform.position))

The values tacticalAgent.TargetTransform.position and tacticalAgent are not empty.
 
I have traced it back to the navmeshtacticalgroup script. it seems to fail at this line:
if (Quaternion.Angle(transform.rotation, targetRotation) < AttackAgent.AttackAngle())

The AttackAgent does not seem to be assigned, causing the null reference error.
 
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