![]() An object with 'trigger' and 'collider' (my intention is to use the left mouse click to trigger the 'sit' action). I believe that, first, I will have to have animations for this (sit - transitions). My challenge now is to 'sit in a chair' (or several with different angles). ![]() ![]() I can walk, run, jump, be idle (multiple animations). However, now I want to add secondary actions to my character. I've been testing things (movements and multiple cameras) and everything turned out really good. However, this also makes behavior trees grow a lot horizontally, something that should be avoided at all costs, since you will usually want to have everything as compact as possible.īasically you can squeeze an entire 10 node (or more) composite sequence (which again, take a whole lot of real estate) into a single node without having a single drawback. With Behavior Trees you can make this by using a Sequence Composite node, which lays these horizontally. This is because Actions are "chained instructions" executed one after another, where the next one holds the execution until the previous one has finished. ![]() However, Game Creator has a very particular visual scripting system that plays very nice with our tweaked behavior trees, something that we couldn't do with Emerald AI (because it isn't part of the standard implementation of behavior trees, all things said). Click to expand.We'll check this out, thanks for the link! See if we can work something out in the future.ĭespite this, let me say I understand your reasoning against trusting GC's Behavior Tree system.
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