Comments (9)
Unless update_mode
is set to manual, BT is executed every frame. Judging by your screenshots, the PlayerInRange fails, however the MoveToPlayer for some reason is not executed? Could you provide a screenshot for it?
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Unless
update_mode
is set to manual, BT is executed every frame. Judging by your screenshots, the PlayerInRange fails, however the MoveToPlayer for some reason is not executed? Could you provide a screenshot for it?除非设置为手动,否则update_mode
每帧执行 BT。从您的屏幕截图来看,PlayerInRange 失败了,但是由于某种原因没有执行 MoveToPlayer?你能提供一张截图吗?
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This task will do nothing, because it sets the velocity, then returns SUCCESS
, which would be followed by _exit
method. And _exit
resets the velocity to ZERO.
Exit is always called after the task returns a SUCCESS
or FAILURE
.
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But there is a print() in my tick function, and my Godot doesn't print anything.
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Then it's hard to say what is going on. The code looks fine to me, besides the issue I pointed out earlier. Would you like to create a small reproduction project?
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Then it's hard to say what is going on. The code looks fine to me, besides the issue I pointed out earlier. Would you like to create a small reproduction project?
achieve.zip
Here.
You need to reboot project.
AI file in Src/Scripts/AI/Tasks/Mobs.
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Then it's hard to say what is going on. The code looks fine to me, besides the issue I pointed out earlier. Would you like to create a small reproduction project?
achieve.zip Here. You need to reboot project. AI file in Src/Scripts/AI/Tasks/Mobs.
Scene name: MobBase.tscn
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Your _tick
method is missing delta
parameter in the MoveToPlayer task. That's why it's not showing a proper status in the debugger. Not sure why it's not printing an error when the method is called, though. Should be fixed in Godot 4.3 when proper virtual methods are implemented. Currently, GDExtension in the version 4.2 doesn't support marking methods as virtual for Godot API, so we're employing a workaround. That is why the script editor doesn't complain when you define _tick()
method without a delta
argument. Good news is that it will change with Godot 4.3.
To avoid such issues, I recommend using a script template: you can add it to your project with "Misc->Create script template".
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🤣Thx.
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