I would love node like that, but your suggestion worked well enough for me. I Assume you’re busy up to ears with the NC 2.0 release and you’re already giving me great help.
That being said I am having some really strange behavior from the set up you suggested.
It behaves fine until the target it is attacking destroyed itself, then it gets stuck at the state the pic is off and throws an error every frame. Saying I am trying to access BehaviorTree that has been destroyed essentially. Strangely when I click on the error it takes me to the OnCheck() method of The CheckDistanceCondition… But it was not supposed to be run at all since it’s parent sequencer should have failed from the null check I did before?
In addition to that I am getting those yellow Warning signs on my nodes, because the _target is null (it goes away if I assign something for it) am I using them right? Are these nodes not supposed to handle dynamically assigned variables?
Thanks ahead of time mate 😉
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