Yesterday and today I spent a bulk of time refactoring my guard AI behaviour tree and variables across multiple BP
A few things I adjusted:
“can see player” had instance sync true in blackboard variables, that is a forgotten toggle of me trying to figure things out from before, which meant that all AI guards can see the player even when they are not visible
I refactored the way we get access to the states from the player BP from three event dispatcher that I bind to the guard BP and call when it is the right time. It worked out pretty well.
To use the event dispatcher I still have to think about whether I want the variables and states to be passed on to be acknowledged by all guard AI or just the one currently in battle with the player
Some issue of not kicking off the searching status, and i realised it was because i change the status to searching at the start of the sequence which aborted it, i corrected it by removing it.
So now what we should have is that the player should be able to trigger battle individually for all guards and if she wins all of the guards will fall back and chase/search for her. I added the amount of spacebar the player have to smash where it scales based on the number of guards are pulling from her.
I also rotated the player to face the art when it goes to pick up.
Tomorrow to-do:
should I introduce a new state where if the player drops the art, the guard will go over pick it up and place it back into the original position (oh man, that is ambigious)
try doing the looping map idea for the main menu, so there is an infinite world the player walks through instead of a locked box. i wanna use the curved shader, but maybe it won’t be necessary
debug why we need two pickups to access the player’s map
debug why the player triggers into the battle state while the guard is still just walking around.