Hi all,
the behavior tree is somehow in the wrong way(see picture below), I set the _chanceTimer variable to zero before the conditional action returned failure. but you see the _chanceTimer was not set to zero in the blackboard. in the meanwhile, the DYNAMIC mode was not triggered as well. I can’t see where the problem it is.
another thing about NC is that sometimes the change I made in NC editor will be reset to the previous state, for example, I changed a new integer variable’s name to health, after a while, its name is changed to myInteger again. this situation has happened many times.
it is not easy for me to write so many words in English. hope you can tell what I said.
I removed the Repeat Forever Node, the tree know can run as I excepted.
but I run into another problem. whenever the Creating random path action (see below) has executed, all actions behind it don’t execute at all.
I can’t see where the problem it is. the Create Random Path Action is very simple right now, it actually creates the new path at Vector3(-10, 0, 0) correctly without any problems. but the actions or other action lists behind it don’t execute, it seems like there nothing behind it.
any help will be greatly appreciated.
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[Name("Create Random Path")]
[Description("Creates a random path from the agents position")]
Hmm… By saying “actions behind it”, do you mean that in your particular image in your post, the “Mec. SetFloat” action in this case, does not get executed at all?