Wondering why my conditional abort doesn't fire?

scornflake

New member
I've a selector to choose the appropriate target. I'm expecting the very first 'can see object' state change to cause a re-eval of the BT from the first (topmost) sequence, down if I hide/unhide my player object. Do I understand wrong?

If I disconnect the far right sequence (the 2nd one down, rhs, that's green) so that no "fire missile" task executes, then hiding/showing the player DOES make the BT choose a different target.

Do I somehow have to monitor the target state and break out of that firing loop manually?

ConditionalAbort.png
 
So I need 'lower priority' all the way up the chain?

I have since got it working (but my graph has changed LOTS since I took this pic). So... just trying to see if my understanding is right. Guess I should go look at the code!


Hey, btw: Awesome support here. Thank you very much! Your responses have been very fast, Well done! (I run a software business myself, so I know the burden of support)
 

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