0
Declined

extra option "Sequence Composite Node" without Abort for Behavior

JOON 5 months ago in Behavior updated by Marti (Lead Developer) 5 months ago 1

Hi

I am try to make AI behaivor for patroller. for this, I need to set distance which if player below in this AI will notify(or find) player by using behaivor like below


unfortunately, "the meaning of sequence" is little bit different with what I thought. I expected "Sequence composite" will play each tasks without abort until end of node. but sadly, the "sequence composite" will abort rest nodes when one node is failed...

that's so sad situation for me, so I want "extra option" for sequence composite to activate or disactivate "Abort" when the task nodes failed. it will be nice for us


Unity version:
Game Creator version:
Declined

This is how behavior trees work and we follow the standard implementation. Sequences stop as soon as one element returns "false".