Game Development Reference
In-Depth Information
node and navigate to
Create
|
Actions
|
Custom Action
. Set the
Repeat
property to
Until Success
because we want it to continue processing this node until it returns a
success and then move on to the next node. Name the custom action node
Select
Next Target
. You'll notice that you can put spaces in the name. This is useful as it
shows up in the behavior tree, making it easier to follow:
We could add the script now, but we'll finish the rest of the nodes in the tree and then
come back; for now, we will assume that the script will find a spot to walk to. The
next action is to walk to it. This needs two things happening simultaneously, anim-
ation and actual walking, which means that we will use the
Parallel
decision node.
Right-click on the sequence node and select
Create
|
Decisions
|
Parallel
. Name it
Walk to Target
.
Under
Walk to Target
,right-clickandgoto
Create
|
Actions
|
Animate
.Nameit
Ap-
pear Walking
. Set the animation state to
walk
. Also under
Walk to Target
, right-
click and navigate to
Create
|
Actions
|
Move
. Name it
Move
. Set the
Move Speed
property to
1
, so it moves 1 meter per second. The
Move Target
value should be
set to
TargetPoint
without the quotes.
TargetPoint
doesn't exist yet; our script will
create it.
The last step that the NPC must perform is generate a wait moment. To give the NPC
more life, we will make sure that it uses an idle animation, which also means two
things must happen simultaneously. Right-click on the root sequence node (
SEQ
)
and go to
Create
|
Decisions
|
Parallel
. Name it
Look Busy
. Add an animation ac-
tion under this and set
idle
as its
Animation State
and
Stand here
as its name.
Also, under the
Look Busy
node, we will right-click and go to
Create
|
Actions
|
Wait for Timer
. Name it
For a couple seconds
. Set the
Seconds
property to
2
.