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behaviortree [2017/07/18 07:31] – [12. BehaviorManager functions] fxfirebehaviortree [2022/07/18 09:27] (current) fxfire
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 =====Behavior Tree Framwork===== =====Behavior Tree Framwork=====
-Behavior Trees are a wonderful thing when it comes to writing any kind of AI logic. It is currently in its "first working version" and there are still improvements coming in the future.  +Behavior Trees are a wonderful thing when it comes to writing any kind of AI logic. It is currently in its "first working version" and there are still improvements coming in the future. 
-GW2Minion is completely written with this framework. FFXIVMinion is not making use of this, but it *could* be used as well.+  
 +**FFXIVMinion** is not making use of this, but it *could* be used as well. Instead, it uses the 'older' Cause&Effect framework. Example Code how to build your own addon : {{ ::newaddon.zip |}}
  
 **BT Basics, How they work:** [[http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php|Behavior trees for AI]] **BT Basics, How they work:** [[http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php|Behavior trees for AI]]
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 BehaviorManager:Paused(p) BehaviorManager:Paused(p)
 BehaviorManager:CurrentBTreeName() BehaviorManager:CurrentBTreeName()
 +BehaviorManager:SetBtreeFile(botmode_name)
 </code> </code>
behaviortree.1500363065.txt.gz · Last modified: 2017/07/18 07:31 by fxfire