Sequences
Lastly, we have sequences, which act as sequential blocks of execution that will execute each of their children in an order until a condition, selector, or child sequence fails to execute. Sequences will return true if all their children run successfully; if any one of their children returns false, the sequence immediately exits and returns false in turn:
SoldierLogic.lua
:
local function CreateSequence() return BehaviorTreeNode.new( "sequence", BehaviorTreeNode.Type.SEQUENCE); end