Some things are that easy


Hello again. I am back with another update. Although this time it's relatively short because there weren't enough significant problems to talk about, so I will generalize by talking about small bugs. Bugs that throw massive errors and seem like a big deal, but in the end, end up being a simple solution. For example this week, I was trying to get an AI to spawn in another AI when I approach it and the spawned AI should attack me and whatever right?.. Wrong. It ended up T-Posing and throwing significant errors. So I started to debug slowly. I checked and dropped in the ai without spawning him, and it worked. So that led me to believe it was an issue in the SpawnEnemy task, even though the ERRORS were showing it somewhere else when in fact I knew it wasn't that place because I had it that way for other AI as well. But that's beside the point. Anyway, I looked into the SpawnEnemy, and nothing stuck out as logically wrong, so I decided to look elsewhere and spend a good portion of my day just moving things, and changing little things just to see if it works. Alas to no avail. The next day, I come back with a fresh mind and take another look at the spawnEnemy task, and do a little more research, and all it ended up being was that I used a "SpawnActor" node because I didn't know a "SpawnActor AI" was a thing. That function allows me to set the proper behavior tree which the SpawnActor does not, THATS what was throwing errors. It took me days to fix this when it was just 1 node that needed to be replaced. My advice to you guys? Your gut feeling and initial thoughts are right most of the time, don't doubt yourself.


Here's a little snippet of the issue(bottom) and the solution(top):


Get Element Clash

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