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Hi, I have recently started using this library and I wanted to thank you for the amazing work.
I have the following BT. The logic I am trying to implement is making the ship extract resources and sell those not wanted until full. The extract resources action has a cooldown so its sibling node first checks if the cooldown is active and returns running if so:
From what I understand about Behavior Trees, I expected the outer sequence node to directly Tick its second child (that is the inner Sequence node), since it returned a Running Status. Is this the expected behavior in your implementation? If so, how can I implement the behavior I described?
The text was updated successfully, but these errors were encountered:
It sounds like you want to use either bt.Memorize or bt.Sync. I recommend the former - there are specific niche use cases for the Sync implementation, but Memorize is easiest to use.
It's a tick wrapper, so just changing bt.Sequence -> bt.Memorize(bt.Sequence) should achieve your desired outcome, unless I'm misunderstanding.
Hi, I have recently started using this library and I wanted to thank you for the amazing work.
I have the following BT. The logic I am trying to implement is making the ship extract resources and sell those not wanted until full. The extract resources action has a cooldown so its sibling node first checks if the cooldown is active and returns running if so:
From what I understand about Behavior Trees, I expected the outer sequence node to directly Tick its second child (that is the inner Sequence node), since it returned a Running Status. Is this the expected behavior in your implementation? If so, how can I implement the behavior I described?
The text was updated successfully, but these errors were encountered: