Take Cover Sequence functioning incorrectly

Hey There,

So, I’ve followed the tutorial but everytime I hit play to see how things are working, all AI immediately starting following the “Take Cover EQS” and do not stop. Below are the screenshots of the code / behaviour I have set.

It appears to be the ‘behaviour tree’ that’s causing the impact, as I’ve altered the code in the guard many times.


Okay, so I’ve solved this and I’m REALLY annoyed about it… I troubleshot this for 30 minutes…

In the behaviour tree, you may notice that the decorator for the Take Cover sequence says “Black board: Critical is”. For what ever reason even though it’s set to “Critical is set” it only ackknowledge “Critical is”.
I changed it to “Critical is not set” and then back to “Critical is set” and now it functions as it should…
What an unusual headache.

Finding quirks in < insert engine here > is all part of doing gamedev, but I’m glad you were able to find a solution!

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