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Conditionals do not abort lower priority nodes on failure #9
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bug
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This was referenced Jan 18, 2024
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I can confirm that it works perfectly now. Thank you very much for the fast help. :) I now can abort the Wander node when the player is in range. Here is my code. Maybe you or someone else can use it in the future:
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It looks like there is an issue with Conditional aborts as detailed in issue #6. It looks like a logical error in the
ExecutableNode.RunDynamicConditionals
method. It might be helpful to refactor the boolean logic here, since it's pretty messy and difficult to parse.The text was updated successfully, but these errors were encountered: