Colton_VitruviusVR
New member
Hey All,
Now that i've been working with behavior designer for about a week I think i'm getting the hang of it and I have my first tree complete. I was wondering if I could get some feedback particularly related to performance. The requirements are as follows:
Enemy AI Behavior that can:
- Detect the player via sight
- Detect the player via sound
- Detect nearby bullet impacts
- Become alert when nearby enemies become alert
- Become alert when taking damage
- Patrol (Not all enemies need to do this)
- Group patrol (Not all enemies need to do this)
- Engage in an NPC to NPC conversation while idle or walking (Not all enemies need to do this)
- Stand idle
I have attached some screen shots of the idle behavior tree.
Please let me know what you think as I am still trying to learn to tools.
Thanks,
Colton
P.S This tree works perfectly right now, just wondering if there is a better/more performant way of doing it
Now that i've been working with behavior designer for about a week I think i'm getting the hang of it and I have my first tree complete. I was wondering if I could get some feedback particularly related to performance. The requirements are as follows:
Enemy AI Behavior that can:
- Detect the player via sight
- Detect the player via sound
- Detect nearby bullet impacts
- Become alert when nearby enemies become alert
- Become alert when taking damage
- Patrol (Not all enemies need to do this)
- Group patrol (Not all enemies need to do this)
- Engage in an NPC to NPC conversation while idle or walking (Not all enemies need to do this)
- Stand idle
I have attached some screen shots of the idle behavior tree.
Please let me know what you think as I am still trying to learn to tools.
Thanks,
Colton
P.S This tree works perfectly right now, just wondering if there is a better/more performant way of doing it