Core nodes exhibit functionality for a variety of purposes.
Returns failure as its result, regardless of the outcome of its child's execution. A Fail node has exactly one child.
When execution/processing of its child node is complete.
Has exactly one child, which is executed when the Random Gate node is "open".
The probability of the gate being "open" is random, although the degree of this randomness may be modified.
Chance to Open
Modifies the degree of randomness by which the gate is opened.
Accepts a floating point value in the range [0.0, 1.0] such that,
The Random Gate will always be "closed".
The gate will always be "open".
Any value in between accordingly affects the probability of the gate being "open".
For example, a Chance to Open value of 0.5 gives the gate a 50% chance of being open.
When the gate is "open" and its child node succeeds.
If the gate is "closed", or if its child node fails when "open".
Sends an event to the Behavior Tree, that may in turn be used to trigger a change in a Variable, Timestamp, or similar.
Specifies the Event that should be sent by the node.
Accepts any Built-in or Game Event as its value.
However the Event must be previously defined in the Data Definitions block.
If the Event was successfully sent.
If the Event wasn't sent.
Returns success as its result, regardless of the outcome of its child's execution. A Suppress Failure node has exactly one child.
As soon as execution/processing of its child node is complete.