Re: Behaviour Tree PropClass

Sam Devlin <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAL0_xOrVXjmkqYyZYcOSRYTD3cHWrpCWd_YdGnha9EDK-Om=Zw@mail.gmail.com>
Ok so removing the duplicate entry in .csplugin didn't seem to help but
moving to the propclass folder does seem to have. The latest revision
(r4915) now contains a working app_bttest with the behaviour tree now as a
propclass attached to the player entity.

Thank you both for all your input. I still need to do some work clearing
this up a little, and perhaps adding to the properties settable and actions
performable.

Kind regards,
Sam.

On Wed, Jun 27, 2012 at 4:33 PM, Christian Van Brussel <
[email protected]> wrote:

> On Wed, 2012-06-27 at 16:14 +0100, Sam Devlin wrote:
> > Following on though with the wrapper comment, should I keep
> > celBehaviourTree as a special BT node (allowing trees to be created
> > the old way) and write celPcBehaviourTree as just a propclass wrapper
> >
> > or
> >
> > should I carry on as I intended, with making celPcBehaviourTree and in
> > doing so limit it's use (I think) to only when tied to an entity?
>
> That's true that limiting the use of a BT to an entity might be a good
> idea, it's also in the spirit of CEL to put everything as a propclass
> instead of as external tools.
>
> Therefore, probably continue as you intended, just ignore my comment
> about that.
>
> You might still try to remove the description of
> "cel.pcfactory.behaviourtree" from your "behaviourtree.csplugin" though,
> that may be linked to the problem you face.
>
>
>
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