Hey guys. Yet another few questions about the API, any help is appreciated. 1. When a composite node in the behavior tree returns a "Running" status, does the next tick of the tree start at the root or at the running node? If the tick starts from the root again, then what is the use of returning a "Running" status? Moreover, is there a Sequence composite already built in that will remember "Running" nodes from the last tick so as to start with them instead of the beginning on the second tick? 2. Is a composite node ticked (as in the general behavior tree sense) through the Tick() or Execute() method? What does the Execute() method's returned enumerable means? How will it be used? 3. When using Navigator.MoveTo() I've noticed that it requests a generated path (I'm presuming from the server). After doing that, where do you get this path and how do you move with it? Is there some behavior I must be calling after doing the Navigator.MoveTo()? From what I could guess so far, it would seem like the path is a list of Vector3 points that the bot then follows using the Navigator.PlayerMover, which the bot base takes care of? Thanks!
Huh, I just realized the behavior tree implementation that Rebornbuddy uses is very similar to Apoc's TreeShapr library, if not the same. I'll read up on that.
1)Should restart @ the running node, but i never ever expilcity return that. Only time its ever used in rb is coroutines. 2)Bt's are tick'd then executed. 3)Just keep calling moveto, all that stuff is hidden from you. (Hence the CommonBehaviors.MoveTo)