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Question by wesleywh · Dec 30, 2016 at 02:44 AM · ainestedjitteringrain

Rain AI: Infinite Loop In Behavior Tree Problem

I have been stuck on this for a couple of days and could use some help. I'm using the Rain AI package and I have 3 different behavior trees:

  • Root_tree

  • Patrol

  • Search

The Patrol and search are nested inside the Root_tree BT. He will patrol if he doesn't see the player. As soon as he sees the player then loses sight of them he will randomly wander around. At least that is what he is supposed to do. The NPC will patrol fine but infinity select a random wander point but never travel there before restarting the tree and selecting a new one again when "searching". It produces a jitter effect. Here is my debugging of the BT at runtime:

Root_TreeRoot_tree BT

Any ideas/help on this would be fantastic.

Note. Running the patrol and search BT outside the Root_tree work flawless always.

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Answer by wesleywh · Dec 31, 2016 at 03:16 AM

This ended up being easy but there were some very important concepts I had to learn.

First off here is my working tree:

Working_Tree

  1. Note that all the detects are set to loop forever. Honestly I should set the selector at the top that is deciding between the detects to loop forever but I'll fix that later.

  2. Next, note that the sequencer "root" is gone and replaced with a selector. The sequencer was the root cause of all my problems. This was causing all of my trees to constantly be looped. So if you have this problem check that first.

  3. Finally I added support to go back to my patrol state after a random amount of points are checked (using the "iterator" for this).

Hope this helps!

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avatar image ericbegue · Dec 31, 2016 at 12:57 PM 0
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Sorry for not answering your question. Have you considered Panda BT (www.pandabehaviour.com)? It's a scripting framework based on Behaviour Tree, which is designed to ease up custom task creation and fast design iteration.

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