How to stop the Move_To task from executing when the AI pawn is dead?
I am developing a zombie shooter game where waves of zombies run towards me in a closed environment. I am using the Behavior Tree to do this, with a vision check Service that results in either a Move_To task towards the player and if the zombie is in range to attack, then the attack task (custom task) is executed. When the zombie dies, a death animation plays followed by destroying that actor. The problem is, while the death animation is playing, the zombie is still moving towards me. I have even kept a check on the health of the zombie as a blackboard decorator for the Move_to node but it doesn't seem to work. What must I do so that the zombie stays stationary when the death animation is playing? In other words, I don't want the Move_To node to execute when the zombie is dying.
asked Jan 02 '17 at 06:39 AM in Blueprint Scripting
You can use this to stop logic of your AI when you play animation:
also you can change walking speed in movement component to 0 before playing dead animation :)
answered Jan 03 '17 at 08:12 AM
This seems to work well to halt the movement:
I assume there is an equivalent in Blueprints.
answered Sep 13 '17 at 06:23 PM
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