Combos and AI Agents
The Combo Ability can be used by AI agents via Behavior Trees or State Trees.
In both cases, the agent listens to the Combo Manager’s delegate indicating when the Combo Window is open. Once the window opens, the AI sends an input to advance the combo, either via a Gameplay Tag or an Input Action.
Behavior Trees
Combos can be advanced in Behavior Trees using the provided Advance Combo Service.
Advancing Combos using Behavior Trees
Add a Task Node to activate the Combo Ability.
Add the Advance Combo Service to the same Task Node. Configure it by providing the Event Tag or Input Action used to advance the combo.
By default, the service uses a fixed event or input, but you can override its behavior by implementing:
GetComboInputAction: Return a pre-defined or dynamic Input Action for branching.GetComboGameplayTag: Return a pre-defined or dynamic Gameplay Tag for branching.
State Trees
Combos can be advanced in State Trees using the Advance Combo Task.
Advancing Combos using State Trees
Add a State Node that activates the Combo Ability.
Add a Child State containing the Advance Combo Task. Configure it with a fixed Event Tag or Input Action.
As with Behavior Trees, the task uses static values by default, but can be extended via:
GetComboInputActionGetComboGameplayTag
This allows branching or other dynamic behavior based on runtime data.