I've made an enemy who has a short range attack, a jump attack, and uses an attack to taunt. I thought that was the best way to do it, because I wanted it to be a randomly occurring thing rather than something that happened at specific times, which is how other enemy taunts I've seen got used. Like in Trouble in Southtown, where they're follow animations after successful attacks.
This, however, has caused an issue. Since it's an attack that can be done from anywhere, the AI thinks its just a great idea to use it. I understand why, as far as the AI is concerned it's just an attack they can use and if they're able to, why not?
So I've tried lots of things, from playing with ranges to just setting all attacks to default to making it a freespecial with a cost, and the only thing that's made it behave anywhere near normally is if the taunt and attack have the same range. Which is... not ideal behavior. I can restrict how many times they can USE it with the cost, but it doesn't stop them from wanting to.
Is it scripting time? Or is there something else I'm just not noticing?
This, however, has caused an issue. Since it's an attack that can be done from anywhere, the AI thinks its just a great idea to use it. I understand why, as far as the AI is concerned it's just an attack they can use and if they're able to, why not?
So I've tried lots of things, from playing with ranges to just setting all attacks to default to making it a freespecial with a cost, and the only thing that's made it behave anywhere near normally is if the taunt and attack have the same range. Which is... not ideal behavior. I can restrict how many times they can USE it with the cost, but it doesn't stop them from wanting to.
Is it scripting time? Or is there something else I'm just not noticing?