Hey guys,
I am having some trouble with getting my test AI Agent to stop after seeking a target. I am using Behavior Designer incl. addons and the Third Person Controller together with Astar Pathfinding. So far I did:
If I move the player in view, the AI correctly chases him and stops at the defined distance but only to keep walking in place. In regards to the behavior tree the seek task apparently is completed properly but the Animator Controller keeps looping the Movement Blend Tree which means neither Exit
A: Moving = False && AbilityIndex != 7
B: AbilityIndex == 12
gets triggered when "Seek" is ending. Is this correct and I am missing to add something? I would expect to have seek also stop the movement animation considering that the agent stops moving forward, which already indicates it does want to stop movement alltogether.
Thanks a lot for the help here.
PS: In regards to the distance the AI is supposed to stop at, what value does take priority here since the Seek Task has an "Arrive Distance", the Astar RichAI component an "End Reached Distance" and the TPC Astar Movement Ability a "Stopping Distance"?
I am having some trouble with getting my test AI Agent to stop after seeking a target. I am using Behavior Designer incl. addons and the Third Person Controller together with Astar Pathfinding. So far I did:
- Install Integration Packages TPC/Astar, BD/Astar (incl. those for the addons) and BD/TPC.
- Create an AI Agent via Character Manager
- Add the Astar AI Agent Movement Ability
- Add Astar components (RichAI, Seeker)
- Bake the Recast Navmesh
- Add Behavior Tree Agent and Behavior Tree components
- Define the behavior tree below and put the Player as target for both "Can See Object" and "Seek".
If I move the player in view, the AI correctly chases him and stops at the defined distance but only to keep walking in place. In regards to the behavior tree the seek task apparently is completed properly but the Animator Controller keeps looping the Movement Blend Tree which means neither Exit
A: Moving = False && AbilityIndex != 7
B: AbilityIndex == 12
gets triggered when "Seek" is ending. Is this correct and I am missing to add something? I would expect to have seek also stop the movement animation considering that the agent stops moving forward, which already indicates it does want to stop movement alltogether.
Thanks a lot for the help here.
PS: In regards to the distance the AI is supposed to stop at, what value does take priority here since the Seek Task has an "Arrive Distance", the Astar RichAI component an "End Reached Distance" and the TPC Astar Movement Ability a "Stopping Distance"?