Hello, I've played around with Behavior Designer on and off for a few days and easily managed to come up with that really common basic AI pattern: patrol until it see's the player, then pursue the player, attack when close enough, but give up if the player is out-of-sight for too long.
I was wondering though, if were possible to create trees as modular parts. That is, what if I wanted to have several different enemies with the same behavior as above, but say one enemy has one set of nodes to attack (a tree in- and-of-itself ), but another enemy has a different set of nodes to attack. Maybe there is more than one patrol behavior too.
I imagine, on an enemy, selecting one external tree for my overarching behavior, and that tree would have a "slot" for an attack and also for a patrol. I would then drag my chosen attack external behavior tree into the attack slot, and likewise with the patrol slot.
Is it possible to combine behavior trees piece-wise like this?
I was wondering though, if were possible to create trees as modular parts. That is, what if I wanted to have several different enemies with the same behavior as above, but say one enemy has one set of nodes to attack (a tree in- and-of-itself ), but another enemy has a different set of nodes to attack. Maybe there is more than one patrol behavior too.
I imagine, on an enemy, selecting one external tree for my overarching behavior, and that tree would have a "slot" for an attack and also for a patrol. I would then drag my chosen attack external behavior tree into the attack slot, and likewise with the patrol slot.
Is it possible to combine behavior trees piece-wise like this?