Better logic?

My version of the behavior tree after we added the last seen service. Branch if we either see or do not see the enemy (here it is called FocusActor) instead of repeating the conditional in the decorators. If we do not have a target then we should investigate a last seen spot or patrol.

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Looks good to me!

Interestingly it seems to prevent the bugs that the next lecture fixes! Clearing the last seen location task not needed, it clears from AI Controller->SetLastSeen Service execution.

Will that be an issue later, not adding the task to clear the last seen location in the Go Investigate tree and leaving it in the SetLastSeen service?

Putting @sampattuzzi to shame. I don’t suspect it to cause future issues either.

That’s so much neater. One for @ben or @Gavin to take a look at for the remaster.

:sunglasses:

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