I will get around to creating a complete demo of the various techniques (and maybe a UI to go with it ??)
Basically, you have to create an "Initialize", a "CleanUp" and an "Update" function for each "Action". These go in the "actions.lua" file. These are used to actually set up and affect the entity for each relevant "Action".
You also have to create the various "Evaluator" functions which go in the "evaluators.lua" file. These are used to determine if an entity can "do something" (eg: whether an entity has any ammo determines whether it can "Shoot" or if it needs to "Reload" ).
Finally, you create the actual technique that sets up the Tree (or FSM) by directly referring to the created "Actions" and "Evaluators" (as shown in my Main Script).
I'll see if I can put together a quick demo over the weekend (if I can find the time).
Shando


