Firstborn/Assets/RPG Creation Kit/Scripts/BehaviourTrees/Builtin Behaviours/Specific BehaviourTrees/specific behaviour tree.txt

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A specific behaviour tree is a Behaviour Tree that doesn't have to be saved in the Behaviour Database because it will never be used or called if not by an AI that specifically have them assigned
An example is for a quest you want the bandit to roam in a certain way, if the bandit dies that behaviour will never be used again so there is no need to save it