Creating an FPS NPC using behavior trees, but unsure how to make it work
learn.microsoft.com·11h·
Discuss: r/godot

Note

Behavior in italics are IMPULSES, which means they simply trigger another behavior to run, or run a specialized piece of code – however, they themselves have no duration. As such you will never seem them in the behavior stack of a character.

Note

“Danger” has a very specific technical meaning in Halo 2. You can see the amount of danger an AI thinks he’s in by turning on “ai_render_emotions 1” at the console and selecting a character.

Note

Most of the parameters controlling behavior (timing, probabilities, etc.) are located in the .character tag for the character.

GENERAL

Root: Root of behavior tree (always on)

Null: literally, do nothing

Obey: running a command script

Guard: stand on a firing position

Ready: Run upon first transitio…

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