Enemy AI movement
Enemy AI Update
i can't believe i started figuring this BS out. i've ben trying to understand for like 4 days. setting different variables and reusing them in different places. even setting variables outside of this behavior tree was confusing to understand (still don't fully understand), but i'm happy with where it's at right now. it's extremely basic, the slime enemy will walk/hop around back and forth until i enter a detection zone. then it switches to an "attack" mode and runs after me until i'm out of the zone (blue area).
this shit really had me feeling like i'm a complete idiot when it comes to this stuff. this is what the limboAI layout looks like, and it can be different per slime even if i just copy paste them on the screen because of the probabilities which is really cool. I don't fully like how the slime reacts to being in the detection zone, but this is a good point to save and come back to. if i could have more understanding of how to control it once it's in the zone, that'll be ideal but it'll come with trial and error i'm sure.
it just goes in loops and looks to see what's a success and failure, which is nice for something like this. you don't use a physics_process in this, it's _tick and it returns a "status" and the status can either be "status SUCCESS", "status FAILURE", "status RUNNING", and whatever i choose will cause it to loop and see where to go next. it's possible to include playing an animation, checking for variables to be true or not true, print things, waiting, cooldowns, including script itself. really cool 10/10. learning it is a 0/10
MV
Status | In development |
Category | Other |
Author | visioneternal |
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nice now help me
😂