burak.tezateser@nowherest
New member
Hello Opsive,
I've been using Behavior Designer extensively over the past months. I had an ecstasy when I discovered the power of behavior tree references. Unfortunately, I can't reference a behavior variable within a "Behavior Tree Refence" task. That would have been awesome to have since I am creating modular trees and each of these smallest modules are optimized in themselves.
It's very useful when there are hundreds of agents in the game and when you want to change a small reference all at once.
Here is an example of sequence starter module using integers. I would like to have a sub sequence as a reference tree so I would use different reference trees under different agents:
Example use of the above reference tree: The reference tree task in the end of tree would start a vegetable search loop for some animals when their hunger is below a certain value. But it can also start the mating loop of another animal when their horniness is below a certain value as well.
Also there is a behaviour variable type under variables but it only accepts prefabs and not external behavior trees.
I'm going to ask for the help of my programmers to enable this when they are back from their vacation. But I felt the urge to give a feature request to you so that everyone can benefit from it.
Best,
I've been using Behavior Designer extensively over the past months. I had an ecstasy when I discovered the power of behavior tree references. Unfortunately, I can't reference a behavior variable within a "Behavior Tree Refence" task. That would have been awesome to have since I am creating modular trees and each of these smallest modules are optimized in themselves.
It's very useful when there are hundreds of agents in the game and when you want to change a small reference all at once.
Here is an example of sequence starter module using integers. I would like to have a sub sequence as a reference tree so I would use different reference trees under different agents:
Example use of the above reference tree: The reference tree task in the end of tree would start a vegetable search loop for some animals when their hunger is below a certain value. But it can also start the mating loop of another animal when their horniness is below a certain value as well.
Also there is a behaviour variable type under variables but it only accepts prefabs and not external behavior trees.
I'm going to ask for the help of my programmers to enable this when they are back from their vacation. But I felt the urge to give a feature request to you so that everyone can benefit from it.
Best,