Recent content by Vaulcul

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    Continue Behavior After Leave and Return?

    Okay... apparently even though these are GlobalVariables, I should be using the SharedVariable class. In searching the forums further... I've found other people asking for this and your comments about issues w/ Serialization. Maybe I'll hold off on this part of my project till you get version...
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    Continue Behavior After Leave and Return?

    Justin, thanks for the reply. I think setting this up shouldn't be too hard... more time consuming than anything (lots of variables being set). I am having a hard time pulling the Global Variables as if I try and Get/Set per the documentation the line gets flagged and I'm informed that "Cannot...
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    Continue Behavior After Leave and Return?

    Is there a way to set the place the tree stopped as a variable and call it to start at that spot when the scene starts again? Or something similar to this?
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    Continue Behavior After Leave and Return?

    I have a scene with a character that is performing a task, the player may leave the area (changing scenes) and then return later. When the player returns I would like that character to continue their task that they were originally doing from the point they were at when the player left. How...
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    Request: Path To Movement

    Awesome! The only other thing I might suggest on this would be the ability to move/insert way points within the list... instead of having to delete everything to a certain point and then re-add... But, I think this might be a different scope.
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    Request: Path To Movement

    It would be nice to have a "Path to" or "Path" movement. It would be similarly set up to how the patrol movement is setup, giving you the ability to create a list of points to go to... But, the movement should not repeat, but stop at the end of the list. Additionally, it would be nice if there...
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    Boolean order placement affecting behavior traversal

    I think I figured this out. The Boolean that was being set was the Boolean that the conditional evaluator was looking for as well. I was thinking as if it were an if statement... and when the condition was met, I'd just set the Boolean to false... instead, as soon as I set it to false the...
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    Continue Patrol if Unable to Arrive?

    The task is what would benefit the most for what I'm doing. If I'm understanding what SamplePosition does, it checks to see if it can get to the point on first attempt and then decides whether to go to the point from there... This would work for what I'm doing... But, I can think of times I...
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    Boolean order placement affecting behavior traversal

    I'm unable to get a portion of a behavior tree to work, seemingly due to the placement of a Boolean value. Not sure what's going on. Note the difference in the below pictures is only the placement of the Boolean value and the sequences below it do not rely on said value. Also to note that the...
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    Continue Patrol if Unable to Arrive?

    Is there a way to get a patrolling object to "give up" on getting to the selected patrol point if it is currently unreachable and continue with the patrol? I can't seem to find anything to allow this, or at least, I can't figure it out.
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    Can See A* 2D Physics Issue

    Thanks Justin. I've watched that video multiple times... I'm not sure how it's going to help me make my behavior above any better though.... The behavior is supposed to allow the character to break out of a wander to do the other two behaviors at any time it needs (thus everything is being run...
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    Can See A* 2D Physics Issue

    Okay... So, right after I sent the project link I found this post from over the weekend: https://www.opsive.com/forum/index.php?threads/can-see-object-doesnt-seem-to-be-working-as-expected-in-2d.4454/ Which states that "Disable Agent Collider Layer" needed to be enabled. I checked that box in...
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    Can See A* 2D Physics Issue

    Sorry for the wait... got distracted. I've emailed a link with a test project to the support email address provided. Thanks again for looking at this.
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    Can See A* 2D Physics Issue

    Justin, thanks for taking a look at this. What I did was added a 2D Collider to a GameObject, along w/ Seeker, AILerp, and Behavior tree scripts. Then I set the behavior for the object w/ "Can See" and placed it fairly close to whatever it is supposed to see, nothing needs to move, just the...
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    Can See A* 2D Physics Issue

    I spent quite a bit of time troubleshooting trying to figure out why my Behavior Tree wasn't working... all it did was make an enemy wander and then seek the player when it could see them. After whittling the behavior down to just the "Can See" behavior ( nothing else but a selector in the...
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