All my npcs have a real hard time calculating the path I assume when an enemy is jumping, or when an enemy is on a higher Y axis than them. No idea on how I can prevent this. Any ideas?
Old code:
State: 0: If (Enemy is visible) { State: 1 }
State 1: If (Enemy is visible) { Move to enemy, set state to 2 } Else { Set state to 0 }
State 2: If (Enemy is visible) { Move to enemy } Else { Set state to 0 }
New code:
State: 0: If (Enemy is visible) { State: 1 }
State 1: If (Enemy is visible) { If (Enemy is on the same Y axis) { Move to enemy, set state to 2 } Else { Jump, set state to 2 } } Else { Set state to 0 }
State 2: If (Enemy is visible) { Move to enemy } Else { Set state to 0 }
Enemies don’t have a set state?
Because I’m creating my enemies from the top down, I’m finding it hard to set a next state for my enemies. I’m not entirely sure how I can set a state for them.
Any ideas?
Old code:
State: 0: If (Player is visible) { State: 1 }
State 1: If (Player is visible) { Move to player, set state to 2 } Else { Set state to 0 }
State 2: If (Player is visible) { Move to player } Else { Set state to 0 }
How would I make the AI attack based on how far the player is?
I want to make it so the enemy will attack the player when the player is within a certain distance. I’m not really sure how I would do this. I’m thinking I would use the DistanceTo function, but I’m not entirely sure how I would do that.
Old code:
State: 0: If (Player is visible) { State: 1 }
State 1: If (Player is visible) { Move to player, set state to 2 } Else { Set state to 0 }
State 2: If (Player is visible) { Move to player } Else { Set state to 0 }
New code:
State: 0: If (Player is visible) { State: 1 }
State 1: