I’ll check the check event condition – It can be something I need.
My line of thinking was to adapt Node Canvas slowly – I mostly try to do things as I did without behaviour trees and adapt slowly as I go. So for stunning enemies I imagined checking collisions in a classic way, by implementing OnCollisionEnter and processing everything there. Instead of having heavy logic in BTs (that I don’t fully understand yet), I wanted to use some kind of “Break BT execution” function that I will be more comfortable with.
What I liked in Node Canvas from the beginning was that it’s not about “making games without programming”, but it can be used as an extension of my normal programming workflow.
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