I’m trying to learn the BehaviorTrees plugin
but one of my main problems that I am facing is trying to yield inside of a task
I’ve tried to return running but I can’t figure out how to do it right and one of the things I tried was
--Example
Humanoid:MoveTo(goal)
Humanoid.MoveToFinished:Wait()
return SUCCESS
but doing this will only make one of the three NPCs move from their location and doing
--Example
Humanoid:MoveTo(goal)
Humanoid.MoveToFinished:Wait()
return RUNNING
does the same thing and removing the wait will just make all of the NPCs go crazy
I thought of trying a seperate thread but I’m unsure of how would I return success or fail.
If I were to return Running then I wouldn’t be able to yield after that and yielding before that would be too late to return Running