No Change
#3543 posted by
Preach on 2025/01/09 09:48:49
Yeah, #define means it's hard-coded when the engine is compiled.
#3544 posted by
ranger on 2025/01/09 17:12:05
ok i resolved the null bug - was missing the think/nextthink... i was using custom entity so walk monster start wasn't working
Monster AI (II)
#3545 posted by
ranger on 2025/01/09 17:17:54
It's sorta working (thanks for the findNextMonster Preach!) (monsters sometimes attack other faction monsters) but very unreliable - vs the player whom they always attack instantly on sight?
the 2 main issues I'm still trying to solve is:
1 - monsters find a new enemy after killing the current hostile faction monster; (currently they just sit there, even if new enemy monster enters their LOS)
2 - monsters commonly do not fight enemy faction monsters on sight, only sometimes?
so how can i solve these 2? do you need to see my "FindTarget" again? or?