Hi,
I have a quick question about Behaviour Trees:
I have an enemy and in its BT there is a subtree for attacking the player.
What I want the BT to do, is to
- Select an attack
- If no attack is viable (because none would hit the player): Reposition yourself (moving to the player and then looking at him)
- Execute the attack
Sounds easy enough, however that “if” in 2) causes some problems.
I set the tree up like this:
Now whenever that Blackboard Based Condition is checked and “RepositionRequired” is false (meaning, there is a viable attack selected), it aborts the sequence and thus the whole subtree, being eternally stuck in SelectAction
Is there any way to “skip” this sequence node on the condition that “RepositionRequired” is false?
Alternatively, what are different ways to go at this problem?
cheers,
MaxHeap