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RE Engine Behavior Tree Editor

https://cursey.github.io/reframework-book/bhvt_editor/bhvt_editor.html

Saving/Loading of Trees at Runtime

✅ Supported Tree Objects

  • Actions (including custom Lua code)
  • Conditions (including custom Lua code)
  • Transition Events (including custom Lua code)

✅ Supported Fields/Properties

  • Most primitive types (ints/enums/floats/etc...)
  • System.Guid
  • via.vec2/3/4

❌ Not (yet) Supported Fields/Properties

  • Arrays/Lists (System.Array/System.Collections.Generic.List.*)
  • Pointers to other managed objects
  • Unknown ValueTypes

### 🕘 Coming Soon Added

  • Saving/loading of new nodes (enlarging/shrinking the node array)

Lua Driven Objects

These objects can be hooked to provide extended functionality that did not exist in the base game using Lua.

Optionally, dummy versions of them can be inserted to have completely unique functionality that is ran within Lua.

✅ Supported Tree/Node Objects

  • Actions
    • start
      • Ran every time the node is ran, once
    • update
      • Ran every frame that the node is active
    • end
      • Ran every time the node ends/transitions to another state, once
  • Conditions
    • evaluate
      • Ran every frame that the node is active, returning true causes the node to transition into the condition's associated state
  • Transition Events
    • execute
      • Ran for specific transitions into another state, once
      • Multiple transition events can run during a single transition

Examples

The UI

sdfgsdfh.mp4

Experimenting with recreating Vergil's Moveset in MHR

asdfasdfa.mp4

Using Lua driven condition evaluators to run on-hit effects for all child nodes

charge.mp4

Using Lua driven condition evaluators to dynamically adjust the game speed on hit and play on hit effects

slowdown.mp4

Adding custom actions/effects to specific nodes

action.adding.mp4

Thanks

To the imnodes developers for creating the library for rendering the nodes & graph.

About

Behavior Tree/Finite State Machine editor for RE Engine games

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