Requires Behavior Designer.
The Tactical Pack contains 13 behavior tree tasks focused on tactical situations.
Attacking is unique to each game. The Tactical Pack uses interfaces so you can implement your own attack and damage logic. It can also use PlayMaker or the Third Person Controller to handle attacking and damage for you.
Each task is well commented and written in a generic, clean way, making it straightforward to integrate into your own project.
🧭Pathfinding support
- Unity’s NavMesh system
- A* Pathfinding Project by Aron Granberg
Using Behavior Designer Pro? See the Tactical Pack for Behavior Designer Pro.
Included tasks
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Attack and Charge:
Attack moves the group to the target and engages. Charge forms up and drives straight at it.
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Marching Fire:
Advances on the target while maintaining fire.
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Flank and Surround:
Flank attacks from the sides; Surround encircles the target and attacks from all directions.
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Ambush:
Holds position and waits for the target to come to the group.
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Shoot and Scoot:
Fires from a position, then relocates before the target can return fire.
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Leapfrog:
Advances in alternating groups so one is always covering the other.
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Defend and Hold:
Defend protects an object or position; Hold keeps the group at its current position.
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Retreat:
Withdraws the group from the target.
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Reinforcements:
Request Reinforcements calls for support; Reinforcements Response handles agents answering that call.