
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?