Been trying to experiment again and try to get my enemies not to do this so badly...
The best I can get so far is enemies will still converge on the same spot, but with some of these settings they will move a little bit between attacks, so they will attack, move backwards or too the side a bit before attacking again. This gives a small effect of them in groups with less stacking, but I would like to improve it.
- Random speed script helps a bit... (for walk speed)
- limiting enemies attacks using MP costs
- adjusting aggression ( to you find that 'Goldilocks zone' where they still attack)
- aimove, setting chase and wander plus limiting attacks with MP, (even forcing idle anim or other after attacks)
Anyone else have any methods or suggestions?
Really just need to stop enemies just trying to always be on player's x axis. when your busy with one enemy the others could be flanking you, attacking from behind etc.
Another problem is range, you give shooting enemies a range they can attack, they will all line up on the same spot in the exact range, even thou we have min/max range set the AI seems to want to be at this max distance, or run up and shoot you in the face.
the best thing would be to have enemies change attributes everytime they are hurt, 'think" or while getting up -
so you will need a good script to change these attributes at random:
AI move combos - make them do chasex or chasez, avoid x or avoid z, combined with normal , wander (as far as i unrestand , Openbor can only give 2 of these to characters
----- example dont know if characters can have avoidx, chasey & wander at the same time
agression - do a range of agrr numbers & have the code choose a value from that range - same with these next
attack trottle
offence
defence
speed
and last, i experimented giving entities ramp/platform atributes, so they don't clump - the best method was using ramp to give these entities a pyramid type shape as much as i could, but it is a pain in the butt to have every animation be a ramp or platform....
well, don't forget to share if you manage to randomize those
warning , - games get really hard - and you have to find a way for wanderers to stay on the screen and not wander off offscreen for too long or too far
-
I was thinking if there was a way to override screen limits (subject_to_screen) but only for wanderer entitities, to give them a buffer off screen of about 50 to 60 pixels (subject_to_screen+100)