I appreciate you taking the time and a closer look at this topic. I could see from the structure it was not going to be one of these “oh, sure why not”. If what you were proposing would permit the Filter “Limit Number Of Times” to be relative only to the current activation of the BT or sub-tree and then reset when it is deactivated (say a switch from a Patrol to Combat tree) and then could filter again under the same parameters if re-activated, that would be splendid. The way I see it right you can use it only once in a game session which, BTW, we use to pause execution at the very beginning for caching references and other sorts of lengthy ho-ha.
Regarding the Animator, let me put it this way, you must put a Wait action before or after a task of condition node if you need to micro-Debug and make sure something is firing. You can watch an Action List of any Mecanim call as it leisurely make its’ way through the list, HashIds or not.
I wouldn’t fiddle with a change if we could safely get it to perform as in paragraph 1.
Cheers,
Guy
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