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Who wants to see a template for a behaviour tree CC

Do you want a template for a behaviour tree CC?

  • Yes, show me the money!

    Votes: 0 0.0%
  • No, it will make me cry.

    Votes: 0 0.0%
  • Mummy, whats a behaviour tree?

    Votes: 0 0.0%

  • Total voters
    0
  • Poll closed .
Everytime someone votes in a poll it bumps the thread.
 
wesome FPS,

But I would like to see something where you could give the BT something like this
HTML:
<Selector FriendlyName="Warrior Combat Behavior" Context="null">
	<Selector FriendlyName="Cast Heroic Strike" Context="null">
		<Decorator FriendlyName="Check If Enough Rage" Context="Self">
			<Selector Object="Player" Conditional="Rage" Logical="Greater" Value="35" Context="Self" FriendlyName="Check to seeif we should cast heroic strike">
				<Action ActionType="Spell" Context="Target" ActionName="Heroic Strike" FriendlyName="Cast Heroic Strike"/>
			</Selector>
		</Decorator>
	</Selector>
	.
	.
	.
</Selector>


And being able to load and execute this as a behavior tree.

You want a BehaviorTree editor ;)
unfortunately we don't really have time to make one atm but it would indeed be a nice addition.
 
You want a BehaviorTree editor ;)
unfortunately we don't really have time to make one atm but it would indeed be a nice addition.

I have a working one, at the moment, just tweaking the last parts of it, should be in 'pre-view' shortly
 
Looking good FPS

I'm not going to do everyone one like that, from the first one you can see exactly what it does and how it works. :)

But the entire project is commented up the wazooo.
 
I don't have good coding habits :p

Your comments in the code are very misleading, and some of them are just plain wrong.

I'll have to write up a proper explanation on how BTs work, and what each individual piece does in different contexts. (Returning 'Success' doesn't always start the branch from the top. Take a Sequence for example, it simply moves to the next child.)

As far as BT 'best practices' go; if a decorator takes longer than 5ms to execute, you need to rewrite it. Decorators need to be fast. There's a reason why you can return 'Running' as well as Success/Fail.

Again; I'll have to write up a thread or something on how it all works.
 
I'll have to write up a proper explanation on how BTs work, and what each individual piece does in different contexts.

Not if i can beat you to it !
 
Your comments in the code are very misleading, and some of them are just plain wrong.

I'll have to write up a proper explanation on how BTs work, and what each individual piece does in different contexts. (Returning 'Success' doesn't always start the branch from the top. Take a Sequence for example, it simply moves to the next child.)

As far as BT 'best practices' go; if a decorator takes longer than 5ms to execute, you need to rewrite it. Decorators need to be fast. There's a reason why you can return 'Running' as well as Success/Fail.

Again; I'll have to write up a thread or something on how it all works.


But for the purpose of this exercise and without getting into long technicial explainations for the most part its sufficent. But yes, some of it could be better explained.
 
I'm running this CC through its paces right now. Its had about 11 hours development time and its taking its maiden fight now :)
 
The UI of the template. There are plenty of comments and examples of how to add, modify your own UI and settings.

All spells on the UI are (should be) working, those greyed out are because my Pally does not yet know them.

Again, this is not "another CC" this is a CC template to show CC developers and those interested in CC development, how to create a CC using behaviour tree logic.


View attachment 9749
 
This is ready to upload (has been for a day or so), but I want to fully explain as much as I can in the post, even though there are sufficent comments in the code.
 
Last edited:
Would love some more documentation on the BTs, this is by far the easiest way to build CCs.

Merlin by Nesox is very good for examples, but it doesn't really explain what the different Composite types do.
 
The default Druid and Warrior CCs I've released are based on this educational template. There is (almost) full documentation for each function in the CC.
 
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