I am sure I asked this once before but cant seem to find the post still.....
I have enemies created using types and some basic AI assigned to them. Mostly entitydistance arguments are used to determine the action.
All works pretty well if you destroy the enemies as you go but if you dont then they all seem to bunch up and then start acting in exactly the same way in formation. Is there a way determine actions specific to each entity.
ie how do I tell the system that something applied to one entity is not automatically applied to all.
I have enemies created using types and some basic AI assigned to them. Mostly entitydistance arguments are used to determine the action.
All works pretty well if you destroy the enemies as you go but if you dont then they all seem to bunch up and then start acting in exactly the same way in formation. Is there a way determine actions specific to each entity.
ie how do I tell the system that something applied to one entity is not automatically applied to all.