Godot 4.1: Behavior Trees with Beehave: rant and how to start using them..
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- เผยแพร่เมื่อ 14 พ.ย. 2024
- Super simple video. The point is I could not figure out how to start a Behavior Tree. The authors docs didn't say, his old video didn't say, this video by This Is Vini solved the whole mystery: • Behavior Trees - Godot...
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I watched the other video and thought the exact same thing "this is really cool, it's exactly what I need, but I still have no idea how to get started".
So today I decided to search a bit more and found your video. Very helpful, thank you!
You're welcomes.
Thanks a lot! I was looking how to set up a simple behavior tree but couldn't find anything until I found your video.
This should be included in the beehave wiki as "getting started" at least
If interested in GOAP (goal oriented action plan) "This is Vini" channel also developed how to do that.
Haha I love it. I felt the same way getting started with behavior trees. The concepts are heavily abstracted: composite, leaf, selector, sequencer, etc. It's quite simple once I've understood it.
Dude you're a life saver, I was starting to get so frustrated with the lack of proper instructions on this too
Happy to have helped.
Watching Vini's video made me understand the implementation process a lot more. Thank you for your rant it was appreciated. Now I'm off to make my own custom behavior tree framework
Glad it was helpful!
This was very useful. I must say, I also was stuck after watching these videos and trying to get Behave to work. Thanks!
You're quite welcome.
Absolute lifesaver, thank you
Glad it helped!
I'm done with Godot. No more videos about it on this channel ever.
EDIT 11/18/23: Another lie I told. Took a long break from Godot and finally after months figured out how to instantiate correctly and efficiently. Honestly I love the tools supplied with Godot (tile tools, Astar2DGrid, animatedSprite2D, and spline animation support) so I came back to it. Sigh. Here's the video that helped me: "Godot Components - how to structure a game into manageable parts (Beginner/Intermediate)": th-cam.com/video/W8gYHTjDCic/w-d-xo.html
this guy teach me how he find it . Because that guys teach me this and this... that guys know how it is because hes the one who develope it and this guy who upload this and this guys don't update this.. that guy made so much behavioral tree.. oh i like this guys
my huge gripe right now is that there's no documentation or videos anywhere on how to use the random selector node (or any of the other more complex nodes besides the standard sequence, condition leaf, and action leaf). I want to have it randomly choose between two different animations but every different way I try to implement it it just jumps between the two animations every frame, and ignores my code that should have it not exit that branch until the animation is complete. Obviously I don't know how the branch works but there absolutely nothing to indicate how to use it. Not even a tooltip in the engine. This video was 9 months ago and the documentation is still abysmal.
I agree. And the author hasn't released an updated video like he said he was going to do. I also haven't dug further into behavior trees and for now coding for the situation and developing my own simple state trees. For example:
Two cars of towns we'll say haven't had contact before. The situation is does the driver floor the car and attempt to ram/attack the other car:
match car11.driver.allure:
"annoying": #do this code which uses their current mood
"psychotic":#do this code which is a 50/50 roll.
..and so on to achieve an end result for the driver. That result is then fed to the passenger which goes through a similar thing to determine their reaction to said result. In the end will an attack happen to start a fight on their side. The same thing then happens with the other car. If escalation happens that's more manual code.
I don't see how this could be a behavior tree. This video is only how to start a Beehave tree, if one wants to explore further it's trial and error and more research unfortunately.
I will edit this to say I have no idea if I'll have open town exploration in my game. If so, I'll need something like Beehave for the townspeople. So..figure it out if need then and probably be in the same boat as you.
I think I prefer my state_machine XD, it can double as a behavior tree when needed.
Thank you very much for this video
You're so super welcome.
Thanks a lot
Welcome.