Recent content by AntL

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    Behaviour Tree Tick Manual Control and Coroutines

    Yeah understood. So what I'm asking is how do I manually call FixedUpdate for one particular tree and not all trees (the only way I know how to call FixedUpdate on my current tree is by calling BehaviorManager.instance.FixedUpdate() which calls FixedUpdate on all trees) - if I've understood this...
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    Behaviour Tree Tick Manual Control and Coroutines

    Sorry not quite following the explanation. My OnFixedUpdate is moving my rigidbody game object, while my OnUpdate is returning the taskstatus (which is set from elsewhere in the code).
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    Behaviour Tree Tick Manual Control and Coroutines

    Ok thanks - so how would I run the OnFixedUpdate for an individual tree that is triggered manually?
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    Behaviour Tree Tick Manual Control and Coroutines

    Actually, I think I've led you up the wrong path here as my issue lies somewhere else. To cut a long story short, the issue existed as OnFixedUpdate() wasn't getting called, which as I understand you must do manually when controlling the tick update. With that in mind I added this code and...
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    Behaviour Tree Tick Manual Control and Coroutines

    Hey there, I've a question about manually controlling behaviour tree update. In the attached screen shot is a behaviour. Pretty simple: In the left hand sequence, it tests to see if the enemy is visible. If so, shoot! In the right hand sequence, move to a position where the AI can see the...
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    BehaviourManager instance is null

    Ok it seems if I don't click start with enabled, I have to manually add a behaviourmanager to the scene.
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    BehaviourManager instance is null

    Hi, I'm trying to control a behaviour tree (as directed in other question) so I can update manually within a coroutine (within Team Member). I have a behaviour tree on my gameobject which references an external beahviour. I have start when enabled set to false, and I'm trying to trigger it with...
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    Triggering Behaviour Tree from Coroutine and Detecting Completion

    Ah excellent - apologies missed that! Cheers
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    Triggering Behaviour Tree from Coroutine and Detecting Completion

    Fantastic - exactly what I needed, but is there a way to check if a particular behaviour tree is running, so after I set it running for one tick I can yield until it detects that it's completed? Thanks for any help! IEnumerator StartBehaviourTree() {...
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    Triggering Behaviour Tree from Coroutine and Detecting Completion

    Hey there, I'm triggerring a behaviour tree from a coroutine and wondered if there's a clean way to yield, until I can detect when the behaviour tree has executed? IEnumerator StartBehaviourTree() { behaviorTree.EnableBehavior(); ??? } Thanks!
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    Best way to equip/unequip weapon automatically via script

    no idea how I missed a page that answered absolutely everything I asked! Cheers
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    Best way to equip/unequip weapon automatically via script

    Hey there, when my player comes within a certain distance of a character, I want to automatically equip him with a pistol. He shouldn't be able to manually equip this at any point. Equally, if the player and the character are beyond a certain distance, I want the player to automatically unequip...
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    Ragdoll, Respawn and Revive

    Hey there, I'm adding the respawn functinality and hit a couple of issues. 1. My character has a ragdoll ability attached. I'd say approximately 50% of the time he dies (usually when he collides with more complex geometry), the ragdoll ability is triggered but will remain active even after...
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    Camera not turning with character

    Yes indeed I am. Aside from not using root motion, is there a simple work around until the fix is in? Thanks
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